Clock Tower Walkthrough

Copyright 2009 Marie Roberts
FAQ Version - 1.0
Email Address - peacockwand@hotmail.com
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~-~-~-~-~-
|CONTENTS|
~-~-~-~-~-
SECTION 1 - LEGAL INFORMATION (CT1)
SECTION 2 - UPDATES (CT2)
SECTION 3 - INTRODUCTION TO THIS WALKTHROUGH (CT3)
SECTION 4 - STORYLINE (CT4)
SECTION 5 - CHARACTERS (CT5)
SECTION 6 - CONTROLS (CT6)
SECTION 7 - GAME MODES (CT7)
SECTION 8 - SCISSORMAN 1) DESCRIPTION (CT8.1)
2) SCISSORMAN'S HIDEOUTS (CT8.2)
SECTION 9 - HIDING PLACES & "WEAPONRY" (CT9)
SECTION 10 - WALKTHROUGH 1) SAMUEL BARTON - PROLOGUE (CT10.1)
2) HELEN MAXWELL - INTERMISSION 1 (CT10.2)
- SCENARIO 1 (CT10.3)
- INTERMISSION 2 (CT10.4)
- SCENARIO 2 - GOTTS (CT10.5)
- SCENARIO 2 - HELEN (CT10.6)
- INTERMISSION 3 (CT10.7)
- SCENARIO 3 (CT10.8)
3) JENNIFER SIMPSON - INTERMISSION 1 (CT10.9)
- SCENARIO 1 (CT10.10)
- INTERMISSION 2 (CT10.11)
- SCENARIO 2 - NOLAN(CT10.12)
- INTERMISSION 3 (CT10.13)
- SCENARIO 3 (CT10.14)
SECTION 11 - ENDINGS (CT11)
SECTION 12 - ITEMS (CT12)
SECTION 13 - HINTS (CT13)
SECTION 14 - ??? MENU (CT14)
SECTION 15 - ALTERNATE COSTUMES (CT15)
SECTION 16 - WHY, THANK YOU VERY MUCH! (CT16)
~-~-~-~-~-~-~-~-~-~
|LEGAL INFORMATION| (CT1)
~-~-~-~-~-~-~-~-~-~
This guide is Copyright (c) 2009 Marie Roberts.
It may be used - ONLY with permission - on any
other sites and for personal/private use. If I
find that this FAQ is being used on a website
without my permission it is a violation of copyright,
is prohibited and is not acceptable. This FAQ was
completed through the writer's (my) hard work,
and copying it for profit or any other reason
without my permission is strictly forbidden.
This FAQ is only to be used on GameFaqs.com,
Supercheats.com
Ign.com
Neoseeker.com
~-~-~-~-~
|UPDATES| (CT2)
~-~-~-~-~
31/07/2009 - I did everything from the top of the walkthrough
down to a little into Helen's first Scenario.
Oh, but I didn't do Scissorman's hiding places
yet, I'll come back to that later so I can try
and test everything again.
1/08/2009 - Finished Helen's Scenario and add a few bits to
Scissorman's Hideouts. Might do some more tonight.
15/08/2009 - Up to Scenario 3 for both characters.
23/08/2009 - Finished! Wow, took me less than a month. Usually
I leave it for a few months and either come back
to it or delete it as I've forgotten how to play!
Whoop!
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
|INTRODUCTION TO THIS WALKTHROUGH| (CT3)
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
I got this game a few days ago and thought that it
was brilliant, although very short. However, when
I needed help, I found that there were few walkthroughs
available and that none of them (not meaning to
offend anyone) were really very helpful to me personally.
It did prove that you can figure out anything on your
own eventually, though.
So I thought, why not write a walkthrough, give people
more choice? I know that the walkthroughs available are
probably good enough for most people, but why not add
another? I also enjoy writing very much, I thought it
would be fun to do a walkthrough for the series that
one of my other walkthroughs is very similar to.
This walkthrough should give you everything you need
to know about the game, and should help you through
any bits you're stuck on. I really hope that I can
help you, and if I don't, I'm incredibly sorry and
I'll try my best to improve my walkthrough - give
me an email and if you're polite, though not necessarily
formal, I will improve my walkthrough with your advice.
I won't answer emails that are intentionally rude. I will
delete them. Sorry, but that's how it is.
Now, I'd like to say that I'm English, so the spellings and
some of the vocabulary in this guide may be different to
what you're used to. It's not really a big deal, but just
thought that I'd warn you.
I try to make my walkthroughs instructive and friendly.
I find it really boring when I read walkthroughs that
don't have any personality. I just hope that anything I
add doesn't annoy you.
Thanks for taking the time to read this, and happy gaming!
~-~-~-~-~-~
|STORYLINE| (CT4)
~-~-~-~-~-~
A year before our story is set, young Jennifer Simpson
was both a witness and a survivor of the Clock Tower
Murders. A scissor-wielding maniac slashed his way
through anyone and everyone who got in his way, for
no reason. Some even went so far as to say that he was
a demon child, immortal. However, Jennifer, through
mastering her fear just enough to keep her wits,
seemingly defeated Scissorman and survived the whole
terrible ordeal.
Now, in Oslo, Norway, the 15-year-old Jennifer lives
with her guardian Helen Maxwell in a university dorm.
However, a series of brutal murders has swept the front
pages of the news. It looks as though Scissorman has
returned! Helen, a criminal pyschologist, has been
researching the case for any clue that could solve
the mystery of Scissorman. However, it would appear
that Scissorman is aware of this. How long can Helen
and Jennifer survive? Will it be long enough to
discover the mystery of Scissorman? Their fates
lie in your hands...
~-~-~-~-~-~
|CHARACTERS| (CT5)
~-~-~-~-~-~
These are the descriptions of the characters as the manual
gives them.
JENNIFER SIMPSON - Age 15. Heroine. Jennifer lost
her parents when she was young
and raised in an orphanage. After
her narrow escape from the Scissorman
a year ago, Helen, who was investigating
the case, took her in. After a year
together, they developed a sisterly
relationship. Jennifer's difficult
life has made her tough and inventive -
she had to be to stay alive.
HELEN MAXWELL - Age 30. May become a heroine depending on
scenario progression and changes. Helen
is assistant professor of criminal
pyschology and curious about Scissorman
in the CLOCK TOWER case; she wants to do
a profile on him... in turn, he wants her
dead!
NOLAN CAMPBELL - Age 26. Reported for a third-rate tabloid,
Nolan was targeted by Scissorman when he
started getting a little too interested in
the CLOCK TOWER case when investigating for
a story.
SAMUEL BARTON - Age 52. Professor of criminal psychology.
Provides pyschological profiling research,
and investigates the CLOCK TOWER case from
his angle.
STAN GOTTS - Age 42. Officer investigating the CLOCK TOWER case.
Stan is obsessed with tracking Scissorman. A
believer in hands-on experience, he places no faith
in the supernatural and believes that he'll be able
to bring this case to a close.
HARRIS CHAPMAN - Age 35. Research assistant studying criminal
pyschology. Harris is a sneaky, small, gaunt
man and has a warped infatuation with Jennifer.
EDWARD - Age 10. Another person who, like Jennifer, survived the
CLOCK TOWER incident a year ago, Edward's true identity
is unknown. He lost his memory when rescued and was taken
to Granite Orphanage, where he was given the name of Edward.
CHARACTERS NOT MENTIONED IN THE MANUAL -
Beth - Works in the criminal psychology lab.
Danny - Works in the criminal psychology lab.
Kay - Carer for Edward.
Tim - Nolan's cameraman.
~-~-~-~-~
|CONTROLS| (CT6)
~-~-~-~-~
Walk - press X anywhere.
Run - press X twice anywhere.
Examine/Use objects - press X on desired object. Press X twice to run
towards object.
Use item - Move cursor to top of the screen. When items appear, press
X on desire item. Then press X on the object you wish to
use it on.
Panic button - Press SQUARE to use the panic button. When the cursor is
flashing red and blue, this means that your character is
in panic mode. You must continually press SQUARE when this
happens to save yourself from death. If you are successful
in saving yourself, it takes away some strength. When you've
used the last of your strength, your character will die.
~-~-~-~-~-~-
|GAME MODES| (CT7)
~-~-~-~-~-~-
Normal Mode - The cursor on your screen will be white. There will
either be no music, or just sound effects. When an
objects that scares the character is activated,
ambience will be heard.
Panic Mode - When the character's life is threatened, the cursor
will blink red and blue. Tap the SQUARE button to
attempt to save yourself. When successful, you will
have lost strength. Having used strength once, the
cursor will flash orange. Having used strength
twice, the cursor will flash red. Using strength
a third time will result in death, as the character is
too tired to fight back. Strength regenerates slowly
over time.
Escape Mode - Escape mode is activated when the character is
chased by Scissorman. In this mode, you may
only activate hiding places, doors or objects
that make Scissorman retreat. This mode turns
back to normal when Scissorman has retreated.
While Scissorman is chasing you, there will be
music. When he has given up on you, there will
be complete silence besides sound effects.
~-~-~-~-~-~
|SCISSORMAN| (CT8)
~-~-~-~-~-~
O-------------------O
|--- DESCRIPTION ---| (CT8.1)
O-------------------O
Scissorman will stalk you throughout the game. He is a small
man, hunched with a crippled leg that drags behind him. He wears
a golden/olive coloured mask and wields huge scissors, hence the
name Scissorman. Here is how to recognise that he is chasing you:
- His music theme will start up. Trust me, after the first time,
you won't forget. Just remember to listen, as it starts up
quietly.
- If he's in the same room as you, you'll hear his scissors
chinking together really loudly.
- If he's in a room you have just entered, every movement besides
your own will freeze, and the room will be at a different camera
angle. You won't be able to move until the cutscene is over and he
is chasing you. Your character will more than likely run out of the
room immediately.
- While Scissorman is chasing you, you can only go through doors
and activate hiding places/weaponry. You cannot examine objects
or pick anything up.
O-----------------------------O
|--- SCISSORMAN'S HIDEOUTS ---| (CT8.2)
O-----------------------------O
These can be read at convenient places in the walkthrough.
However, if reading just for interest or so that you know
for future reference, read ahead. I realise there's a high
probability that I'll have missed many of these, so please
email me with any info your have. I'll have to test them
to verify them before I put them in my walkthrough, though.
This is a list of all the places that Scissorman can appear
from in each Scenario.
.------------------------------------------------------------.
|SCENARIO| LOCATION | FLOOR | ROOM | HIDEOUT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 1 | UNIVERSITY | 3RD | CORRIDORS | Wait around long |
|--------|--------------------------------| enough and he'll |
| | | | | appear. |
| | | | |------------------|
| | | | | He can come out |
| | | | | of the elevator |
| | | | | when you use it. |
| | | |-----------|------------------|
| | | | COMPUTER | He can be in here|
| | | | ROOM | when you enter |
| | | |-----------| the room. |
| | |-------|-----------|------------------|
| | | 2ND | CORRIDORS | Wait around long |
| | |-------|-----------| enough and he'll |
| | | | | appear. |
| | | | |------------------|
| | | | | He can come out |
| | | | | of the elevator |
| | | | | when you use it. |
| | | |-----------|------------------|
| | | | 2F ADMIN | He can come out |
| | | | OFFICE | of a locker when |
| | | |-----------| you enter the |
| | | | | room. |
| | | | |------------------|
| | | | | If you hide |
| | | | | between the door |
| | | | | and the window |
| | | | | he sometimes |
| | | | | jumps through |
| | | | |------------------|
| | | | | It's not really |
| | | | | being chased, but|
| | | | | he can send you a|
| | | | | fax with a nasty |
| | | | | message. |
| | |-------|-----------|------------------|
| | | 1ST | CORRIDORS | Wait around long |
| | |-------|-----------| enough and he'll |
| | | | | appear. |
| | | | |------------------|
| | | | | He can come out |
| | | | | of the elevator |
| | | | | when you use it. |
| | | | |------------------|
| | | | | He can be hiding |
| | | | | inside one of the|
| | | | | lockers. |
| | | | |------------------|
| | | |-----------|------------------|
| | | | STORAGE | He's often hiding|
| | | | ROOM | behind the boxes |
| | | |-----------| at the back. |
|--------|------------|-------|-----------|------------------|
|============================================================|
|============================================================|
|SCENARIO| LOCATION | FLOOR | ROOM | HIDEOUT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 2 | RICK'S | 1ST | ENTIRE | Wait around long |
|--------| HOUSE |-------| FLOOR | enough and he'll |
| |------------| |-----------| appear. |
| | | |-----------|------------------|
| | | | KITCHEN | If you look under|
| | | |-----------| the trapdoor, |
| | | | | more often than |
| | | | | not he'll pop out|
| | | |-----------|------------------|
| | | | 1F HALLWAY| He can drop down |
| | | |-----------| on you from the |
| | | | | stairs. |
|--------|------------|-------|-----------|------------------|
| | | 2ND | BEDROOM | Upon entering, |
| | |-------|-----------| an alarm can go |
| | | | | off to trigger |
| | | | | Scissorman. |
|============================================================|
|============================================================|
|SCENARIO| LOCATION | FLOOR | ROOM | HIDEOUT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 2 | MUNICIPAL | 2ND | PUBLIC | Examine the body |
|--------| LIBRARY |-------| READING | of the |
| |------------| | ROOM | receptionist to |
| | | |-----------| trigger his |
| | | | | appearance. |
| | | |-----------|------------------|
| | | | COLLECTION| He can sometimes |
| | | | ROOM | be hiding behind |
| | | | | the aquarium. |
| | | | |------------------|
| | | | | He's sometimes on|
| | | | |a table, pretends |
| | | | | to be a statue. |
| | |-------|-----------|------------------|
| | | 3RD | INSIDE THE| He appears when |
| | |-------| CLOCK | you investigate |
| | | | TOWER | Edward's voice. |
|--------|------------|-------|-----------|------------------|
|============================================================|
|============================================================|
|SCENARIO| LOCATION | FLOOR | ROOM | HIDEOUT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 3 | BARROWS | B1 | BASEMENT | Sometimes he's |
|--------| CASTLE |-------|-----------| behind the wine |
| |------------| | | rack in place of |
| | | | | Tim or Beth. |
| | | |-----------|------------------|
| | | | UNDER THE | He's there in |
| | | | FOUNTAIN | a few endings. |
| | | |-----------| |
| | |-------|-----------|------------------|
| | | 1ST | 1F HALLWAY| (Helen only) |
| | |-------|-----------| If Beth follows |
| | | | | you, Scissorman |
| | | | | will kill her |
| | | | | and chase you. |
| | | |-----------|------------------|
| | | | 1F SITTING| He will fall from|
| | | | ROOM | the fireplace if |
| | | |-----------| you examine the |
| | | | | largest table. |
| | | |-----------|------------------|
| | | | COURTYARD | Sometimes he will|
| | | |-----------| come out of the |
| | | | | fountain upon |
| | | | | your entering the|
| | | | | room. |
| | | |-----------|------------------|
| | | | CHURCH | (Helen only ) |
| | | |-----------| He's always there|
| | | | | the first time |
| | | | | you enter the |
| | | | | church, about to |
| | | | | kill Jennifer. |
| | | |-----------|------------------|
| | | | CHURCH | (Jennifer only) |
| | | | LIBRARY | He chases you |
| | | |-----------| here at the start|
| | | | | of the scenario. |
| | | |-----------|------------------|
| | | | DRESSING | I've seen him |
| | | | ROOM | crawl out of the |
| | | |-----------| clothes rack. |
| | |-------|-----------|------------------|
| | | 2ND | 2F SITTING| If you examine |
| | |-------| ROOM | the largest |
| | | |-----------| picture, he can |
| | | | | burst through it.|
| | | |-----------|------------------|
| | | | BALCONY | (Jennifer only) |
| | | |-----------| He jumps from the|
| | | | | ceiling when you |
| | | | | try to open the |
| | | | | door on the right|
|--------|------------|-------|-----------|------------------|
|============================================================|
~-~-~-~-~~-~-~-~-~-~-~-~-~-~
|HIDING PLACES & "WEAPONRY"| (CT9)
~-~-~-~-~~-~-~-~-~-~-~-~-~-~
Your only defense against Scissorman is to either hide
(and hope he doesn't find you) or to use a "weapon" against
him.
The bad thing about hiding places is that they're not
very reliable. It's chance whether Scissorman finds
you there or not, and if he finds you, he will kill
you instantly - although sometimes you'll be able
to run away into the next room. The good thing about
hiding places is that you can use them over and over
again, although I'm sure Scissorman catches on if you
use one too many times.
The bad thing about "weapons" is that they can only be
used once. For some reason, after you've hit Scissorman
over the head with, say, a frying pan, it disappears and
can never be used again. However, "weapons will 100% guarantee
that Scissorman leaves you alone. Once hit, he will stop
chasing you. There is only one instance in which a "weapon"
doesn't work, as far as I know.
All in all, I'd rather use a "weapon" than a hiding place
anyday. In any case, here's a list of hiding places and
"weapons" and where to find them.
Don't forget that Scissorman must be chasing you in order
to activate the events.
Next to places where Scissorman can find you, I will put a *
.------------------------------------------------------------.
|SCENARIO| LOCATION | FLOOR | ROOM | OBJECT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 1 | UNIVERSITY | 3RD | WOMEN'S | Bunk |
|--------|------------|-------| LOUNGE | Beds |
| | | |-----------|------------------|
| | | | CORRIDORS | Fire Extinguisher|
| | | |-----------| (Helen only) |
| | | |-----------|------------------|
| | | | BATHROOM | Cubicle | *
| | | |-----------| (if Scissorman |
| | | | | attempts to break|
| | | | | in, use the mop.)|
| | |-------|-----------|------------------|
| | | 2ND | CORRIDORS | Fire Extinguisher|
| | |-------|-----------|------------------|
| | | | BATHROOM | Left Cubicle |
| | | |-----------|------------------|
| | | | 2F OFFICE | Mace - desk with |
| | | |-----------| stuffed animal. |
| | | |-----------|------------------|
| | | | THERAPY | Ammonia |
| | | |-----------| (in the cupboard)|
| | | |-----------|------------------|
| | | | WAITING | Plant Pot |
| | | | ROOM |------------------|
| | | |-----------| Under the sofa |
| | | |-----------|------------------|
| | | | 2F ADMIN | Black Window | *
| | | | OFFICE | |
| | | | |------------------|
| | | | | Umbrella in the |
| | | | | lockers |
| | | | |------------------|
| | | | | Under the desk |
| | |-------|-----------|------------------|
| | | 1ST | CORRIDORS | Lockers | *
| | |-------|-----------|------------------|
| | | | BATHROOM | Cubicle |
| | | |-----------| (if Scissorman | *
| | | | | tries to break |
| | | | | in, use the mop) |
| | | |-----------|------------------|
| | | | SECURITY | Underneath the |
| | | | ROOM | bench |
| | | |-----------|------------------|
| | | | STORAGE | The box at the |
| | | | ROOM | right of the room|
|--------|------------|-------|-----------|------------------|
|============================================================|
|============================================================|
|SCENARIO| LOCATION | FLOOR | ROOM | OBJECT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 2 | RICK'S | 1ST | BATHROOM | Click on the door|
|--------| HOUSE |-------|-----------| that leads to the| *
| |------------| | | side-room. |
| | | |-----------|------------------|
| | | | UTILITY | Open and go |
| | | | ROOM | through the door |
| | | |-----------| that leads to the|
| | | | | side-room, then |
| | | | | use the pole next|
| | | | | to the door. |
| | | | |------------------|
| | | | | Hide in the box |
| | | | | at the back of |
| | | | | the side-room. |
| | | |-----------|------------------|
| | | | 1F HALLWAY| The umbrella to |
| | | |-----------| the right of the |
| | | | | stairs. |
| | | |-----------|------------------|
| | | | KITCHEN | I wouldn't use |
| | | |-----------| this, as he is |
| | | | | usually hiding |
| | | | | there before you,|
| | | | | but you can hide |
| | | | | beneath the trap-|
| | | | | door. |
| | |-------|-----------|------------------|
| | | 2ND | BEDROOM | Wardrobe | *
| | |-------|-----------|------------------|
| | | | | Click the sheets |
| | | | | on the bed. |
|============================================================|
|============================================================|
|SCENARIO| LOCATION | FLOOR | ROOM | OBJECT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 2 | MUNICIPAL | 1ST | RECEPTION | Behind the desk |**See footnote
|--------| LIBRARY |-------|-----------|------------------| below
| |------------| | OFFICE | The photocopier. |
| | |-------|-----------|------------------|
| | | 2ND | PRIVATE | The stepladder |
| | |-------| READING |------------------|
| | | | ROOM | |
| | | |-----------|------------------|
| | | | HEAD | The lamp on the |
| | | |LIBRARIAN'S| desk |
| | | | OFFICE |------------------|
|--------|------------|-------|-----------|------------------|
| | | | COLLECTION| An object on the |
| | | | ROOM | table. |
|============================================================|
|============================================================|
|SCENARIO| LOCATION | FLOOR | ROOM | OBJECT |
|~~~~~~~~|~~~~~~~~~~~~|~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~|
| 3 | BARROWS | 1ST | 1F HALLWAY| The door at the |
|--------| CASTLE |-------|-----------| left end can be |
| |------------| | | used to escape, |
| | | | | but you may have |
| | | | | to tap the panic |
| | | | | button. |
| | | |-----------|------------------|
| | | | BROKEN | Once in the room |
| | | | ROOM | Scissorman will |
| | | |-----------| fall down the |
| | | | | hole - tap the |
| | | | | panic button to |
| | | | | make him let go. |
| | | |-----------|------------------|
| | | | KITCHEN | The pot on the |
| | | | | counter. |
| | | | |------------------|
| | | | | Frying pan on the|
| | | | | wall. |
| | | |-----------|------------------|
| | | | PANTRY | Box in corner. |
| | | | |------------------|
| | | | | You can open the |
| | | | | trapdoor to make |
| | | | | him fall down it.|
| | | |-----------|------------------|
| | | | SERVANT'S| Wardrobe. |
| | | | ROOM |------------------|
| | | |-----------|------------------|
| | | | 1F SITTING| Fire poker on the|
| | | | ROOM | wall next to |
| | | |-----------| fireplace. |
| | | | |------------------|
| | | |-----------|------------------|
| | | | CHURCH | Massive pile of |
| | | | LIBRARY | books. |
| | | |-----------|------------------|
| | | | DRESSING | Clothing rack. |
| | | | ROOM |------------------|
| | | |-----------|------------------|
| | | | TORTURE | The wall of nails|
| | | | CHAMBER |------------------|
| | |-------|-----------|------------------|
| | | 2ND | MASTER | (Helen only) |
| | |-------| BEDROOM | Sheet on bed. |
| | | | |------------------|
| | | | | (Jennifer only) |
| | | | | Wardrobe. |
|============================================================|
|
** Sometimes whilst running from Scissorman, if you run into
the Public Reading Room from the door on the left Helen
will gasp - Scissorman will somehow have appeared on the
opposite side of the room, even though he was behind you.
This has only ever happened to me once so far, but just
be aware of it.
~-~-~-~-~-~-~
|WALKTHROUGH| (CT10)
~-~-~-~-~-~-~
=========================
/\ | | /\ (CT10.1)
/||\ PROLOGUE - SAMUEL BARTON /||\
\||/ | | \||/
\/ ========================= \/
O--------------------O
|--- THERAPY ROOM ---|
O--------------------O
The game will start with a quick cutscene between
Helen Maxwell and Professor Samuel Barton. Once
Helen and Jennifer have left, you will be in control
of Professor Barton. Firstly, you should examine the
scirrors on the desk (you MUST do this in order to
leave the room). You will discoved that these are a
replica of those used by Scissorman as a murder weapon
in the Clock Tower Case.
You should then examine the pyschiatrist couch. This
enables you to leave the room, although you can examine
the light switch, filing cabinet and cupboard if you
wish.
Leave the room.
O-------------------O
|--- OFFICE (2F) ---|
O-------------------O
After Professor Barton has spoken to himself briefly,
look at the statue on the desk closest to you. It is
a statue found at the scene of the Clock Tower murders.
Talk to the woman behind you (Beth) three times. She will
express her thoughts about Jennifer and Helen's closeness.
After she has spoken about wanting a kid sister, examine the
mask on the furthest left table. It is a replica of the one
Scissorman wore.
Next, examine the computer at the back of the same desk. It
belongs to Harris, and he has a lot of newspaper cuttings
that are in relation to the Clock Tower case. You'll notice
that Harris isn't there. How astute.
Lastly, talk to Danny, the blonde man, three times. He
will tell you that there is a reporter waiting for you.
You may now exit the room via the door next to you,
although feel free to look at anything else that takes your
fancy.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Run to the right to find Harris standing outside the girl's
toilets. Hmm...
+++++++++++++++++++++++++++++++++++++++++++++++++++++
+ +
+ IMPORTANT! +
+ +
+ This next part is very important, as it decides +
+ which character you will be for most of the game. +
+ If you speak to Harris once, you will be Helen. +
+ If you speak to Harris two or more times, you +
+ will be Jennifer. Whatever you choose, this +
+ walkthrough should meet your needs. Choose as +
+ you see fit. +
+ +
+++++++++++++++++++++++++++++++++++++++++++++++++++++
After making your decision, continue to the end of the corridor.
Press the button next to the elevator and Professor Barton will
automatically enter. Press the bottom button to go to the first
floor. Click on the door when it is open to exit the elevator.
O-------------------O
|--- 1F CORRIDOR ---|
O-------------------O
This part takes an unnecessarily long time. Professor Barton
will meet Nolan, a reporter, and Tim, his photographer. Just
keep talking to Nolan until Professor Barton declares the
interview over. Professor Barton will automatically enter the
elevator. You have no choice but to go to the second floor.
Use the middle button then exit the elevator.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Run left, past a closed door and past the toilets. Enter
the first door on the left after the toilets.
O-----------------O
|--- 2F OFFICE ---|
O-----------------O
Talk to Harris to learn that the boy you are going to
be questioning is in the Therapy Room. Examine the statue
on the table. Professor Barton says that he wants an
expert opinion on it. He also says that he could get Rick,
who used to be butler for the Barrows (Scissorman's) family,
to look at it.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ +
+ IMPORTANT! +
+ +
+ You now get asked whether Harris should take the +
+ statue to Rick or not. +
+ +
+ Your decision here decides the location of Scenario +
+ 2. If you would like to go to the Library later on, +
+ then say NO. If you would like to go to Rick's house +
+ later on, say YES. It is important to remember where +
+ you send it to. It will affect your ending. +
+ +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Make your choice and continue into the Therapy Room - that's
the door on the right side of the room, behind Harris.
O--------------------O
|--- THERAPY ROOM ---|
O--------------------O
The woman in here is Kay, and the boy is Edward. Kay is Edward's
carer. Edward is another survivor of the Clock Tower murders.
If you have played Clock Tower: The First Fear, then it will occurr to
you that Jennifer never came across anyone called Edward
back at the mansion.
Talk to them 3 times to end the prologue.
===============================
/\ | | /\ (C10.2)
/||\ INTERMISSION 1 - HELEN MAXWELL /||\
\||/ | | \||/
\/ =============================== \/
You resume play as Helen. Talk to Beth, the woman in front of
you. You will then go to the Map. Choose to go to University
Staff Housing.
O--------------------------------O
|--- UNIVERSITY STAFF HOUSING ---|
O--------------------------------O
Helen will discover that Jennifer isn't home, and states
that she's maybe gone to find a boyfriend. What a logical
conclusion. Anyway, you'll automatically return to the Map.
Go to the Norway International Hotel.
0----------------------------------O
|--- NORWAY INTERNATIONAL HOTEL ---|
O----------------------------------O
Talk to Kay and Edward. You will discover that Edward is
staying in the hotel for a while, so that he may go through
futher therapy with Barton. Helen will then leave.
Go to the Police Station.
O----------------------O
|--- POLICE STATION ---|
O----------------------O
Speak to Assistant Inspector Gotts who is in charge of
the Clock Tower Case. Helen will leave after talking
to him.
On the map, Helen says she needs to return to the
University. Go to the University Research Building.
O------------------------------------O
|--- UNIVERSITY RESEARCH BUILDING ---|
O------------------------------------O
Talk to Danny for a quick chat. That's the end of a rather
pointless intermission! I suppose you just needed to get
to know the characters.
===========================
/\ | | /\ (CT10.3)
/||\ SCENARIO 1 - HELEN MAXWELL /||\
\||/ | | \||/
\/ =========================== \/
O----------------------O
|--- WOMEN'S LOUNGE ---|
O----------------------O
.--------------------------------.
| HIDING PLACES/"WEAPONRY" |
|--------------------------------|
| BUNK BED - the one on the left |
|________________________________|
Prepare to start the real action soon.
You can examine everything in the room, but there are
only two things you need to do to progress into the story.
Firstly, talk to Rose, who is on the top bunk, 3 times.
Then, when you've done anything else you'd like to do,
turn off the light via the light switch (obviously),
and go to bed by clicking on the top bunk of the bed that
Rose isn't in.
When you wake up, Rose will be gone and someone will be
knocking at the door. By now a little voice in your head
should be screaming, "Don't open the door!" But ignore it
and go and open the door anyway. There will be a man at the
door. Helen opens it... Wheeee! Splat. Oops! AAAAH!
Enter Scissorman.
Helen will stand there, stunned. I shouted "Move, stupid
woman!" too, don't worry. Eventually, she gathers her wits
and runs out into the corridor, with Scissorman in hot pursuit!
O------------------------O
|--- 3F SIDE-CORRIDOR ---|
O------------------------O
.-----------------------------------.
| HIDING PLACES/"WEAPONRY" |
|-----------------------------------|
| FIRE EXTINGUISHER - Left side of |
| the corridor. |
|___________________________________|
You now have a choice of places to hide. I will advise you only
in places where Scissorman will chase you every time. If it is
random, you can look at the HIDING PLACES and "WEAPONRY" sections.
I would advise that, right now, you grab the fire extinguisher
that is on the floor to your left. Scissorman will automatically
come out of the Women's Lounge, and Helen will spray him with foam.
Whilst he's distracted, Helen will run into the next corridor. If
this doesn't work, look in the next paragraph.
O-------------------O
|--- 3F CORRIDOR ---|
O-------------------O
.---------------------------.
| HIDING PLACES/ "WEAPONRY" |
|---------------------------|
| CUBICLE - Men's Toilets. |
|___________________________|
If Scissorman is still chasing you - which he won't be if the
fire extinguisher worked - you can run to the bathroom and
hide in the cubicle. When or if he's not chasing you, you can
try and look for a way out. The door in front of you is locked.
The next door along is the men's bathroom, which I recommend
hiding in if you are chased by Scissorman on this floor. Carry
on to find a staircase, which you can use instead of the elevator.
Keep going right to find an elevator. You should now enter the room
to the right of the elevator, at the end of the corridor.
O------------------------O
|--- 3F COMPUTER ROOM ---|
O------------------------O
Sometimes you'll find Scissorman in here. He doesn't jump out
from anywhere, you'll just see a quick cutscene and he'll be
chasing you. During this cutscene, look at the computers to
see the extent to which Scissorman has gone to creep you
out. If he chases you, hide in the toilets down the hall.
If the room is empty (or after Scissorman has stopped chasing
you), got to the far right of the room and examine the last of
the single desks. You will recieve "Pliers". Exit the room.
O-------------------O
|--- 3F CORRIDOR ---|
O-------------------O
.---------------------------.
| HIDING PLACES/ "WEAPONRY" |
|---------------------------|
| CUBICLE - Men's Toilets. |
|___________________________|
That's everything on this floor. You now need to go to the
2nd floor. You can risk taking the elevator, but Scissorman
might be in it, and it breaks down if you use it too much.
Personally, I'd use the stairs through the door on the left.
O-----------------O
|--- STAIRWELL ---|
O-----------------O
Scissorman can climb stairs in this game, so if he starts
chasing you, either retreat to the floor you just came from
to hide or head to your destination and hide there. Ignore
the floor above you, it only matters in Jennifer's scenario.
Go through the door below you.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
.-------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|-------------------------------------|
| FIRE EXTINGUISHER - Left end of the |
| corridor. |
| CUBICLE - Ladies' Toilets. |
|_____________________________________|
In the woman's bathroom on this floor, you can look in the
cubicle on the right for a gruesome sight. If you want an
item that is essential to getting Ending A later on, read
the following box. If not, just skip ahead past the box.
===================================================
| |
| Run to the right and go through the door at |
| the end of the corridor. |
| |
| |
| O-----------------------O |
| |--- 2F WAITING ROOM ---| |
| O-----------------------O |
| |
| .---------------------------. |
| |HIDING PLACES/ "WEAPONRY" | |
| |---------------------------| |
| | SOFA - Right side of the | |
| | room. | |
| | PLANT POT - On the table. | |
| |___________________________| |
| |
| Not much to see in here. Go through the door |
| next to the blacked-out window. |
| |
| |
| O-----------------------O |
| |--- 2F ADMIN OFFICE ---| |
| O-----------------------O |
| |
| .-----------------------------------------. |
| | HIDING PLACES/ "WEAPONRY" | |
| |-----------------------------------------| |
| | DOOR - Click between the window and the | |
| | door to hide - Scissorman jumps | |
| | through the window on the second | |
| | time. | |
| | UMBRELLA - In one of the lockers. | |
| | DESK - In the middle of the room. | |
| |_________________________________________| |
| |
| Sometimes Scissorman comes out of the lockers |
| when you enter the room. If he does, go back |
| to the waiting room and either hide under the |
| sofa or grab the plant pot on the table to |
| knock him out. Also sometimes the fax machine |
| will go off. After a while, you can either |
| pick up the fax by clicking on the fax machine |
| or ignore it. If you pick it up, you'll receive |
| a horrible message from Scissorman. He |
| sometimes comes to chase you, sometimes he |
| won't. |
| |
| Go to the back of the room and click on the |
| locker furthest to the right. You'll receive |
| a Flashlight. Return to the 2F Corridor. |
| |
|==================================================
Whether you go the item or not, go left along the
corridor and enter the first door after the toilets.
O-----------------O
|--- 2F OFFICE ---|
O-----------------O
.----------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|----------------------------------------|
| MACE - On Beth's desk, the one with an |
| orange stuffed animal on the PC |
|________________________________________|
Examine Helen's desk - the one next to the computer
with the orange stuffed animal on it - to receive
the key to the Therapy Room. Click on the Therapy Room
Door to unlock it, then go inside.
O--------------------O
|--- THERAPY ROOM ---|
O--------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|-----------------------------------------|
| AMMONIA - In the cabinet in the corner. |
|_________________________________________|
If there is a bloody mass on the psychiatrist couch,
Helen will automatically examine it. You can examine
it a second time if you want, but you'll never find
out who's under the sheets. The reason for coming
in this room is so that you can examine the desk.
Helen won't comment on it, but do you notice that
something is missing? The replica of the scissors!
So either the original Scissorman lost his scissors,
or we have a copycat on our hands! Exit the room.
O------------------O
|--- 2F OFFICE --- |
O------------------O
.----------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|----------------------------------------|
| MACE - On Beth's desk, the one with an |
| orange stuffed animal on the PC |
|________________________________________|
Return to the corridor.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
.-------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|-------------------------------------|
| FIRE EXTINGUISHER - Left end of the |
| corridor. |
| CUBICLE - Ladies' Toilets. |
|_____________________________________|
All the other doors here are locked, so either use
the elevator to go down a floor if you dare, or go
down the stairs to 1F.
O-------------------O
|--- 1F CORRIDOR ---|
O-------------------O
.---------------------------.
| HIDING PLACES/ "WEAPONRY" |
|---------------------------|
| CUBICLE - Men's toilets. |
| LOCKERS - Left end of the |
| corridor. |
|___________________________|
As per usual, go to the right and through the door
next to the blacked-out windows.
O---------------------O
|--- SECURITY ROOM ---|
O---------------------O
.---------------------------.
| HIDING PLACES/ "WEAPONRY" |
|---------------------------|
| Bench - Left side of the |
| room. |
|___________________________|
If you examine the panel with all the switches at the
back it will set off an alarm, which, trust me, won't
bring the security guards. I wouldn't touch it if I
were you.
Instead, pick up the key from the wooden table and exit
the room.
O-------------------O
|--- 1F CORRIDOR ---|
O-------------------O
.---------------------------.
| HIDING PLACES/ "WEAPONRY" |
|---------------------------|
| CUBICLE - Men's toilets. |
| LOCKERS - Left end of the |
| corridor. |
|___________________________|
Go left to find yet another toilet, and a locked door.
Go through the door next to the locked one, because it's
open (obviously).
O--------------------O
|--- STORAGE ROOM ---|
O--------------------O
.---------------------------.
| HIDING PLACES/ "WEAPONRY" |
|---------------------------|
| BOX - The box furthest on |
| the right. |
|___________________________|
Most times you go in this room, Scissorman will jump out
from behind the boxes that look like they're obviously
ready to fall apart (the dark ones at the back). If he does,
just run to the toilets. Otherwise, you can examine anything
you want to in the room. When you're ready to finish the
Scenario, use the wirecutters on the red door at the back
right corner of the room. After that, you need to use
the Storage Key from your inventory to unlock it.
Go through the door, and... SCENARIO COMPLETE!
================================
/\ | | /\ (CT10.4)
/||\ INTERMISSION 2 - HELEN MAXWELL /||\
\||/ | | \||/
\/ ================================ \/
O----------------------O
|--- POLICE STATION ---|
O----------------------O
Gotts and Helen will have a short conversation.
When Gotts has finished speaking, talk to Jennifer.
Talk to her again to leave.
On the map, go to the Norway International Hotel.
O----------------------------------O
|--- NORWAY INTERNATIONAL HOTEL ---|
O----------------------------------O
Talk to Kay. She will tell you that Edward is in
the Library. Incase you've forgotten where you
sent the statue earlier on, the fact that
Edward is in the library is NOT a hint that
you sent the statue there.
You'll be on the map after talking to Kay.
Go to the University Research Building.
O------------------------------------O
|--- UNIVERSITY RESEARCH BUILDING ---|
O------------------------------------O
Listen to Beth's concerns, then talk to her again
for Helen to discover that Professor Barton gave
our clue (the statue) away to be examined. Talk
to Beth once more. I hope that you remember where
you sent the statue earlier, because Beth won't remind
you. After this, you'll return to the map.
Go to the Police Station.
O----------------------O
|--- POLICE STATION ---|
O----------------------O
Talk to Gotts. Here is where an important decision
comes in. When Gotts asks whether you want him to go
to Rick, here is what you must do:
* If you want a "good" ending and you sent the statue
to Rick earlier, say "YES" to Gotts when prompted.
* If you want a "good" ending and you sent the statue
to Mr Sullivan, say "NO" to Gotts when prompted.
* If you want a "bad" ending and you sent the statue
to Rick earlier, say "NO" to Gotts when prompted.
* If you want a "bad" ending and you sent the statue
to Mr Sullivan earlier, say "YES" to Gotts when prompted.
If you can't remember where you sent the statue earlier,
choose whichever you think is most likely. If you're wrong
and don't get the outcome you wanted, you can always
reload from before Scenario 2 and try again.
Make your choice and Scenario 2 will begin.
If YOU CHOSE "YES", GO TO SCENARIO 2 - STAN GOTTS.
IF YOU CHOSE "NO", GO TO SCENARIO 2 - HELEN MAXWELL.
=========================
/\ | | /\ (CT10.5)
/||\ SCENARIO 2 - STAN GOTTS /||\
\||/ | | \||/
\/ ========================= \/
O----------------------O
|--- 1F LIVING ROOM ---|
O----------------------O
You'll start off in Rick's house. Gotts will have a
conversation with Rick about Scissorman and the Barrows
family. He will tell you that over 80 years ago, Scissorman
was born in Barrows Castle. He was a "monster", and so
his own father killed him. Gotts asks where the castle
is, but before Rick can tell him, Rick's dog outside
starts making a racket. Rick goes to investigate...
And gets mauled by his own dog.
Gotts shuts the door to lock the suddenly murderous dog
out...
Enter Scissorman!
After Gotts realises that a revolver won't kill Scissorman,
you resume play. To escape from Scissorman, run to the door
on the left side of the room.
O-------------------------O
|--- RESTROOM CORRIDOR ---|
O-------------------------O
Those doors are hideous colours, aren't they? Go through
the first one of those yucky doors you come to.
O----------------O
|--- BATHROOM ---|
O----------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| WALL - Click on the door that leads to |
| the side-room and you'll hide |
| against the wall. |
|_________________________________________|
Click on the glass door that leads towards the side-room.
Gotts should go through, close it behind him and stand
against the wall. Scissorman will come in and stand in
front of the door. The camera angle should change,
and he'll either come in and kill you or just go away.
I'll admit, I never have ANY luck with this hiding place,
but it seems to work really well for everyone else. If
you have problems surviving there, too, you can try the
HIDING PLACES section. The hiding places upstairs are most
effective, although if you're in a bit of a pickle "weapons"
are 100% guaranteed to get rid of Scissorman. Just be aware
that the hiding places upstairs take you further away from
where you can get an essential item to completing the
Scenario.
When Scissorman has stopped chasing you, head into the
room that's next door to the Bathroom.
O--------------------O
|--- UTILITY ROOM ---|
O--------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| MOP HANDLE - Open the door, go through |
| it and click on the pole |
| next to the doorway. |
| BOX - I think you can hide in the box |
| at the back left of the second |
| room. |
|_________________________________________|
Click the cabinet on the wall to receive "Powder Soap".
If you are here to get the "worst ending", Ending E,
then this is all you need to complete the Scenario
and you should read the following box for instructions
on how to do so. However, if you want to explore or
are trying to get the "better" endings, skip ahead to
after the box.
====================================================
| |
| Exit the Utility Room. |
| |
| |
| O-------------------------O |
| |--- RESTROOM CORRIDOR ---| |
| O-------------------------O |
| |
| Exit through the furthest door on the left. |
| |
| |
| O----------------------O |
| |--- 1F LIVING ROOM ---| |
| O----------------------O |
| |
| Go through the orange-glazed glass door at |
| the back of the room. Yes, the one that leads |
| to the dog. |
| |
| |
| O-------------------O |
| |--- BACK GARDEN ---| |
| O-------------------O |
| |
| Quickly equip the "Powder Soap" and use it on |
| the dog. Once you've done so, Gotts will run |
| off into the forest, and you will have completed |
| the Scenario. Ending E will then run, and you |
| will have completed the game with the quickest |
| and "worst" ending. Um... CONGRATULATIONS!...? |
| |
=====================================================
Exit the Utility Room.
O-------------------------O
|--- RESTROOM CORRIDOR ---|
O-------------------------O
Go through the last door on the left.
O----------------------O
|--- 1F LIVING ROOM ---|
O----------------------O
You can take a drink here by examining the yellow
drinks cabinet on the right wall, but otherwise there's
nothing to do here. Go through the door on the right
that's closest to the front of the screen.
O------------------O
|--- 1F HALLWAY ---|
O------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| UMBRELLA - There is an umbrella on the |
| right of the stairs. |
|_________________________________________|
Sometimes when you go down the hall, Scissorman will
jump down from the stairs. I recommend going into
the Utility Room and using the mop handle by the door
to escape from him. Whether he chases you or not,
go upstairs.
O------------------O
|--- 2F HALLWAY ---|
O------------------O
Go to the last door down the hall.
O-------------------O
|--- LIVING ROOM ---|
O-------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| PLANT POT - I haven't checked yet, but |
| you can probably click the |
| plant pot on the table to |
| hit Scissorman with it. |
|_________________________________________|
Pick up the object on the table. It's the statue!
We're not quite done yet. We still need to find
the location of Barrows Castle. Somehow.
Just out of curiosity, examine the picture at the
back of the room. What's that? It's crooked?
Well, let's not straighten it. Let's look behind it!
TA-DA!
Now we have everything we need to return to Helen.
By the way - don't exit the room and enter it again.
Something very creepy will have happened in the tiny
amount of time you were out of the room. Simply
leave and don't come back unless you've missed something.
O------------------O
|--- 2F HALLWAY ---|
O------------------O
Go through the second door on the right.
O------------------O
|--- 1F HALLWAY ---|
O------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| UMBRELLA - There is an umbrella to the |
| right of the stairs. |
|_________________________________________|
Go downstairs and through the door on the left.
O----------------------O
|--- 1F LIVING ROOM ---|
O----------------------O
Make sure you have the "Powdered Soap" in your
inventory before you leave. When you're ready,
head out through the orange-glazed glass door
at the back of the room.
O-------------------O
|--- BACK GARDEN ---|
O-------------------O
We just need to get past the cute little doggie.
Remember what Gotts said when he picked up the
"Powder Soap"? Use the "Powder Soap" on the dog -
and quickly! The poor little doggie will be
temporarily blinded (personally, I'd have found another
way out of the house rather than harming the poor thing,
which is obviously under the influence of Scissorman).
Gotts will leave, running off into the forest.
SCENARIO COMPLETE!
GO TO INTERMISSION 3 - HELEN MAXWELL.
=====================================
/\ | | /\ (CT10.6)
/||\ SCENARIO 2 - EDWARD (HELEN MAXWELL) /||\
\||/ | | \||/
\/ ===================================== \/
O-----------------O
|--- RECEPTION ---|
O-----------------O
Although this Scenario is called "Edward", you will
be Helen. Talk to the receptionist and she will
inform you that Mr Sullivan is in the Head Librarian's
Office. Go through the elevator on the left.
O---------------------------O
|--- PUBLIC READING ROOM ---|
O---------------------------O
Have a word with Edward, who is sat at a desk reading.
Then head to the left side of the room and go through
the door.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Go right and through the door next to the staircase,
which Helen informs you is the Head Librarian's Office.
O-------------------------------O
|--- HEAD LIBRARIAN'S OFFICE ---|
O-------------------------------O
Talk to Mr Sullivan. He will allow you to use the Private
Reading Room - one that only university personnel may
use. He also says that you should pick up the statue we're
after on your way out. Go through the door on the right
(the one you came in through).
NOTE - If you're here for Ending E, Mr Sullivan will inform
you that he does not have the statue. Just keep following the
walkthrough for now.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Go through the first door on your left, the middle door.
O----------------------------O
|--- PRIVATE READING ROOM ---|
O----------------------------O
You must now find books that relate to Scissorman. In the
middle of the bookcases you should examine the stepladder.
Now examine the books on the left side of the centre section
of the bookcases.
You'll know if you've looked in the right place because
Helen will tell you that they are books about England.
Look at the stepladder again and Helen will use it.
She finds the book she needs - "Lords of Northern England."
After a very short period of time, the receptionist will
tell you that the library is closing. Helen has found a
clue about Scissorman and now needs to retrieve the
statue. Exit the room.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
The clock tower of the library will now start to chime.
Mr Sullivan comes out of his office and tells you that
the clock tower hasn't chimed in years. He goes to
investigate, and Helen follows him.
O------------------------------O
|--- INSIDE THE CLOCK TOWER ---|
O------------------------------O
Watch a short cutscene in which Mr Sullivan does something
very stupid.
Enter Scissorman!
O------------------O
|--- 3F CORRIDOR ---|
O------------------O
Go downstairs.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Go through the door you're standing in front of.
O-------------------------------O
|--- HEAD LIBRARIAN'S OFFICE ---|
O-------------------------------O
.-----------------------.
| HIDING PLACES/WEAPONS |
|-----------------------|
| LAMP - on the desk. |
|_______________________|
Click the lamp on the table to make Scissorman retreat.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Back in the hallway, you'll hear something rather disconcerting -
Edward's voice, coming from the Clock Tower! Quick, run
upstairs before another innocent is killed!
O-------------------O
|--- 3F CORRIDOR ---|
O-------------------O
You'll hear Edward's voice again. Go through the room on
the left.
O------------------------------O
|--- INSIDE THE CLOCK TOWER ---|
O------------------------------O
Hm. Edward is nowhere to be seen. However, as Helen makes
to exit the room - without properly looking for Edward -
a chain wraps around her ankle, and that familiar
scissor sound will come out from behind the gears...
Tap the SQUARE button as fast as you can to free
yourself before Scissorman gets you. Helen will run into the
next room if you are successful.
O-------------------O
|--- 3F CORRIDOR ---|
O-------------------O
Run downstairs.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Go through the middle door.
O----------------------------O
|--- PRIVATE READING ROOM ---|
O----------------------------O
.-----------------------.
| HIDING PLACES/WEAPONS |
|-----------------------|
| STEPLADDER - Between |
| the bookcases. |
|_______________________|
Click on the stepladder to escape from Scissorman yet
again.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Go through the door on your right.
O-------------------------------O
|--- HEAD LIBRARIAN'S OFFICE ---|
O-------------------------------O
.-----------------------.
| HIDING PLACES/WEAPONS |
|-----------------------|
| LAMP - On the desk |
|_______________________|
Examine the desk to find various letters from Professor
Barton, which Helen won't read. They could contain a
clue to the secret of Scissorman, but hey, what's
letting a murderer live to protecting someone's privacy?
Look again to find the "Collection Room Key". That's the
room right next to you. Click on the door on your left to
use the key and enter the room.
O-----------------------O
|--- COLLECTION ROOM ---|
O-----------------------O
.-----------------------.
| HIDING PLACES/WEAPONS |
|-----------------------|
| OBJECT ON TABLE |
|_______________________|
This is the room where Sullivan keeps his proudest finds.
It's rather empty.
As it is, the room is too dark to find anything. Since the only
light source is on the aquarium, you should click on it. Even
with the lights off, it's obvious whether Scissorman is hiding
on the other side of the aquarium or not - if he is, you have
to turn on the light anyway, look in the Hiding Places section
to find a place you haven't used yet.
With the light now on, look at the object on the table. It's
the statue! Finally, we just need to find a way out of here,
because for some silly reason, the front doors are locked.
But... what of Edward? Perhaps we ought to look for him.
Exit the room.
O-------------------------------O
|--- HEAD LIBRARIAN'S OFFICE ---|
O-------------------------------O
Go through the door on the right.
O------------------O
|--- 2F HALLWAY ---|
O------------------O
Go through the last door on the left.
O---------------------------O
|--- PUBLIC READING ROOM ---|
O---------------------------O
If you head to the right side of the room, you'll notice
the receptionist stuck in the bookcase - it's hard not to.
Examining her will trigger Scissorman, so don't.
Go through the elevator doors.
O-----------------O
|--- RECEPTION ---|
O-----------------O
.-----------------------------.
| HIDING PLACES/WEAPONS |
|-----------------------------|
| DESK - Go under the counter |
| and hide behind desk.|
|_____________________________|
Click on the bit of the counter which lifts up to get
behind it. Go through the door at the back.
O-----------------------------O
|--- ADMINISTRATIVE OFFICE ---|
O-----------------------------O
.-----------------------.
| HIDING PLACES/WEAPONS |
|-----------------------|
| PHOTOCOPIER - Left of |
| room. |
|_______________________|
When you enter, a chair will be moving... Huh.
Check out the desk at the back left to find Edward. Helen
takes him back to the Private Reading Room.
O----------------------------O
|--- PRIVATE READING ROOM ---|
O----------------------------O
Helen tells Edward to hide under the desk. It's time to
find a way out.
Go to the left side of the room and examine the vent.
It's just about Edward-sized, but certainly not Helen-
sized. Well, at least one of you can escape. However,
first we need to unscrew the vent. Exit the room.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Go through the door on the left.
O---------------------------O
|--- PUBLIC READING ROOM ---|
O---------------------------O
Go through the elevator doors on the right.
O-----------------O
|--- RECEPTION ---|
O-----------------O
The room will be flashing red, and the din of police
sirens will fill your ears. You can try to get out
of the door, and you can see people moving, but
you can't get out. Instead, go behind the desk
and through the door at the back.
O-----------------------------O
|--- ADMINISTRATIVE OFFICE ---|
O-----------------------------O
Look in the desk drawer furthest to the left to receive
"Screwdriver". Exit the room.
O-----------------O
|--- RECEPTION ---|
O-----------------O
Go to the other side of the desk and up the elevator.
O---------------------------O
|--- PUBLIC READING ROOM ---|
O---------------------------O
Go through the door on the left.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
Go through the middle door.
O----------------------------O
|--- PRIVATE READING ROOM ---|
O----------------------------O
Head back to the vent and use your screwdriver on it.
Edward will escape. Exit the room.
O------------------O
|--- 2F HALLWAY ---|
O------------------O
Go through the door on your left.
O---------------------------O
|--- PUBLIC READING ROOM ---|
O---------------------------O
As you approach the elevator, you'll hear breaking glass
and Gotts will come through the elevator doors. Helen
then faints in his arms.
SCENARIO COMPLETE!
If you have received ENDING E, your game will end here.
================================
/\ | | /\ (CT10.7)
/||\ INTERMISSION 3 - HELEN MAXWELL /||\
\||/ | | \||/
\/ ================================ \/
If Gotts went to get the statue, Helen will start at the
University, wondering how he got on. Go to the Police
Station.
O----------------------O
|--- POLICE STATION ---|
O----------------------O
If Gotts went to get the Statue, he will tell Helen that
he was attacked by Scissorman. Talk to Gotts again to
learn the location of Barrows Castle. Helen decides to
go to the castle. Gotts and, strangely enough, Professor
Barton decide to go with you. Go to the Oslo Weekly
Newspaper Company.
O-------------------------------------O
|--- OSLO WEEKLY NEWSPAPER COMPANY ---|
O-------------------------------------O
Talk to Nolan and Tim, who request permission to go to England
with you. Helen grants them permission. Go to the Norway
International Hotel.
O----------------------------------O
|--- NORWAY INTERNATIONAL HOTEL ---|
O----------------------------------O
Kay and Edward will also join your party. Kay is such a great carer,
letting Edward run off to the home of a murderer without much thought.
Go to the Municipal Library.
O-------------------------O
|--- MUNICIPAL LIBRARY ---|
O-------------------------O
Talk to Harris and Beth, who are naive and tag along for "fun", or,
as some would say, for the lolz. Go back to the Police Station.
O----------------------O
|--- POLICE STATION ---|
O----------------------O
Jennifer will be here. After a conversation, everyone will head to
England, where they decide to crash for the night, as it is getting
too dark to drive.
=========================================
/\ | | /\ (CT10.8)
/||\ SCENARIO 3 - SCISSORMAN (HELEN MAXWELL) /||\
\||/ | | \||/
\/ ========================================= \/
When the Scenario starts, Gotts will tell you that some people are
missing, and Helen will confirm this. They immediately rush to
the castle.
Gotts, Nolan and Tim will go ahead of you. After a brief cutscene,
Helen recovers - alone. You regain consciousness. Go through
the door on your right - it's not like you have much choice.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Your first step should be to find everyone. Go through the door that
is furthest left of the room. The camera should swing around to it
when you move your cursor left.
O------------------O
|--- 1F HALLWAY ---|
O------------------O
Save your game and go through the first door you come to.
O-------------------O
|--- BROKEN ROOM ---|
O-------------------O
Beth is in here. Talk to her and she will offer to come with you.
If you want her to survive, which is preferable, talk to her
again to convince her to stay put. If you'd rather she died,
walk out of the room without talking to her a second time.
Once you've done whatever you've chosen to do, leave.
O------------------O
|--- 1F HALLWAY ---|
O------------------O
If Beth is following you, she will now die.
I would not recommend checking out the door at the very end of the
corridor, as it opens onto thin air, and you will have to mash
the panic button to get back up. This is a waste of strength,
so instead you should go past the diamond-tipped door and
through the one next to it.
O-----------------------O
|--- KITCHEN HALLWAY ---|
O-----------------------O
Go through the green door.
O---------------O
|--- KITCHEN ---|
O---------------O
Click on the door on the far left. Harris emerges from behind it,
and gives Helen a message most ominous. He also gives you the
"Fireplace Key".
=========================================
| |
| IMPORTANT! |
| |
| Simply holding the Fireplace Key is |
| no big deal, but you should ONLY use |
| it if you want to get ENDING C. Under |
| no circumstances should you use it |
| if you want a different ending. I |
| will inform you when you should use |
| the key if you want ENDING C. |
| |
=========================================
If you want ENDING C, you can skip a load
of stuff and just go on ahead. If you would
like to skip ahead and not experience most of
the castle, go ahead to the box marked "SECTION
C". If you would like to explore the castle,
and find everyone else, just read ahead.
If you get to this room too late in the game,
you may find Harris decapitated, his head in
the pot. I've never seen this, but I'm guessing
that the Fireplace Key is on the floor beside him.
Go through the door that Harris went through.
If Harris is dead, go through the door on the left
side of the room.
O--------------O
|--- PANTRY ---|
O--------------O
Harris seems to have disappeared. Most mysterious.
On the floor is a spot that makes an odd noise when stepped on.
Examine it, then look at the shelves on the left.
Helen notices a switch. Examine it again to lift the floor tile.
Save your game and go down the new hole in the floor.
O----------------O
|--- BASEMENT ---|
O----------------O
You can look around if you want but to progress you must attempt
to climb back up the ladder. Doing so will activate a noise.
BEFORE you investigate the noise, heed this warning.
I told you to save your game because when you investigate
the noise you can find one of two things - Tim the cameraman
or Scissorman.
If you find Scissorman, climb back up the ladder. Shake him
off by tapping the panic button and you will be safe.
However, when this happened to me I could not talk to
Tim, or even look back around the wine racks to find him.
This is why I told you to save it. Although it is not
crucial for any reason to talk to Tim, if you should wish to,
I would recommend saving it. If you get Scissorman, simply
reload your game and try again. You should get Tim eventually.
To find whatever lurks behind the wine racks, examine the one
that obscures the back of the room. When you're done, go back
up the ladder.
If Tim is not behind the wine racks, look in one of the barrels
to find his dead body.
O--------------O
|--- PANTRY ---|
O--------------O
Go out of the door.
O---------------O
|--- KITCHEN ---|
O---------------O
Go through the door you didn't come through.
O-----------------------O
|--- KITCHEN HALLWAY ---|
O-----------------------O
Go through the door at the right end of the corridor.
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Go left, past the diamond-tipped door and through the green
door.
O----------------------O
|--- SERVANT'S ROOM ---|
O----------------------O
First examine the bed to find "Copper Book". Pick it up.
Now look at the desk drawer.
A horrible dead hand reanimates and wraps itself around
Helen's throat. Mash the panic button until it lets go, then
grab the quill on the desk to kill the hand. Then look at
the desk drawer again to find a note. Basically, it tells
you that to defeat the Barrows Children, a.k.a. Scissorman,
you must find a spell in a fireplace.
Exit the room.
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Go through the door at the left end of the corridor.
O-----------------------O
|--- 1F SITTING ROOM ---|
O-----------------------O
DO NOT LOOK AT THE TABLE! It will cause Scissorman to fall out
of the chimney Santa-Clause style. Believe me, it's not funny.
When you enter the room, a painting will fall from the wall.
This might make you jump, but it's actually quite useful.
If you examine the little table under where the painting was
(being careful not to accidentally click on the big table)
you'll find the "Mansion Key". Go through the door on the
far left.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
You can just about see the upper level from here. Click on
the wooden door on the left side of the top floor to climb
the stairs and go through the door.
O----------------------O
|--- MASTER BEDROOM ---|
O----------------------O
Examine the bedside table that sits inbetween the two beds.
A mouse will run over to the table on the left. Examine
that table until you receive "Library Key".
=============================================
| |
| IMPORTANT! |
| |
| If you have the Flashlight and want |
| ENDING A or ENDING B, use your flashlight |
| on the fireplace to discover that the |
| batteries have died. DO NOT under any |
| circumstances use the flashlight on |
| the fireplace a second time, unless you |
| want to die a rather odd death. |
| |
=============================================
Exit the room when you're done.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Go downstairs and through the door at the back left.
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Go to the right end of the corridor, and click on the barred
door to unlock it. Don't go upstairs yet, go right and through
the door at the end.
O--------------------O
|--- STORAGE ROOM ---|
O--------------------O
Open the stone coffin to reveal a rather miffed Nolan. He
expresses concerns about Jennifer before you resume control.
Talk to him again if you wish.
If you do not open the coffin, Nolan will count as "dead"
at the end of the game.
==============================================
| |
| IMPORTANT! |
| |
| If you are after ENDING A or ENDING B, |
| and you have already used the flashlight |
| on the fireplace to discover the batteries |
| are dead, look at the tape recorder |
| on the ground to get batteries. |
| |
==============================================
Look in the chest on the right to get some "Lead Balls".
The door on the right is like the other door that leads
onto thin air, only with this one there is no danger
of falling out when you use it. Helen will simply make
an exclamation about how odd it is.
Exit the room through the door you entered from.
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Go upstairs.
O-----------------------O
|--- 2F BACK HALLWAY ---|
O-----------------------O
Go through the only door in this corridor.
O---------------------------------O
|--- 2F BACK HALLWAY CONTINUED ---|
O---------------------------------O
Go through the last door in the corridor.
O-----------------------O
|--- LIBRARY HALLWAY ---|
O-----------------------O
Go past the diamond-tipped door and into the door after it.
(Helen will unlock the door before entering.)
O-------------O
|--- STUDY ---|
O-------------O
Not much to see here - but remember the roaring fire. Go
through the door on the left.
O---------------O
|--- LIBRARY ---|
O---------------O
==================================================
| |
| IMPORTANT! |
| |
| If you want ENDING A, ENDING B or ENDING C, |
| look at the box on top of one of the book- |
| shelves. Then look at the ladder. Helen will |
| move it and use it to pick up the "Unopenable |
| Box". If it really was unopenable, we wouldn't |
| have picked it up. Return to the Study and use |
| the box on the roaring fire. It will burn away |
| the outer box and you will get the "Cosmetics |
| Key". Return to the Library. |
| |
==================================================
Examine the scratch-marks on the floor. Then equip your
"Copper Book" and use it on the gap in the bookcase
next to the marks. Surprise, surprise, the bookcase
moves. Go through the newly revealed opening, even
if you can't see it from this angle.
If you want ENDING B, then you don't have to continue
from here. You can just skip ahead to the box that is
headed "SECTION AB". If you would like to continue
exploring the castle, continue onwards.
O-----------------------------O
|--- WET & DRY METHOD ROOM ---|
O-----------------------------O
I do believe that the "Wet and Dry Methods" mentioned
in the game Haunting Ground - originally named Clock Tower 4 -
are a reference to this, if you've played the game.
Two of the holes in this room will lead you to a watery
and certain death. The other holds a safe secret passage.
Well, as safe as safe can be when a scissor-wielding maniac
is after you.
To tell which hole is the safe one, we must do a test.
It's fool-proof, but hey. Save it anyway. After all,
better SAVE than sorry. *Chuckle*
Use your lead balls on the holes (I know, it sounds so wrong).
Two of them will make a splashing noise. The other will make
a relatively soft thud, or a non-watery noise in any case.
It's random everytime, so I can't tell you which to go down.
Go down the drier one.
I'm pretty sure Helen says "It doesn't sound deep, though" on
the correct hole.
O---------------------------O
|--- UNDERGROUND PASSAGE ---|
O---------------------------O
Go all the way to the other end and climb the ladder.
O-----------------------O
|--- CRYPT OF SORROW ---|
O-----------------------O
I call this the crypt of sorrow because it is pretty sad.
You climb up through the bones of the child victims of
Scissorman. Here, you will find Gotts. He greets you in
the usual manner. Talk to him again, and then yet again.
Gotts will give you a revolver, which you need for ENDING A
and ENDING D.
Something strange will happen. After that, leave through the
door on the right.
O-----------------------O
|--- LIBRARY HALLWAY ---|
O-----------------------O
Go through the door at the very end of the corridor.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
If you want ENDING C, look at SECTION C. If you want
ENDING A or ENDING B, look at SECTION AB. If you want
ENDING D, skip ahead past both boxes.
=============================================================
| SECTION C | |
|-----------|-----------------------------------------------|
| Go through the wooden door on the left of the top floor. |
| |
| |
| O-----------------------O |
| |--- 2F SITTING ROOM ---| |
| O-----------------------O |
| |
| Use the Fireplace Key on the fireplace grate.Then go in |
| the fireplace. |
| |
| |
| O---------------------O |
| |--- DRESSING ROOM ---| |
| O---------------------O |
| |
| You climb in from the clothing rack. Use the Cosmetics |
| Key on the box on the table to get "Mansion Map". It |
| reveals a passage under the fountain in the courtyard. |
| Hah! We have Scissorman cornered now! Go through the door |
| on the right. |
| |
| |
| O-----------------------O |
| |--- CHURCH CORRIDOR ---| |
| O-----------------------O |
| |
| Go through the door at the very end. |
| |
| |
| O--------------O |
| |--- CHURCH ---| |
| O--------------O |
| |
| You'll witness a short cutscene in which Jennifer is in |
| extreme danger. You don't have the revolver, so you |
| cannot save her. If you DO have the revolver, don't use |
| it. Watch as she dies and Scissorman gets away, then exit |
| through the invisible door at the front of the screen. |
| |
| O---------------------O |
| |--- ENTRANCE HALL ---| |
| O---------------------O |
| |
| Time for revenge. We know there is a secret trapdoor in |
| the courtyard fountain. Go through the door at the back |
| left. |
| |
| |
| O-----------------------O |
| |--- 1F BACK HALLWAY ---| |
| O-----------------------O |
| |
| Go through the diamond-tipped door. |
| |
| |
| O-----------------O |
| |--- COURTYARD ---| |
| O-----------------O |
| |
| If Scissorman doesn't come out of the fountain, we're |
| safe for the moment. If he does, hide and return here. |
| To the right of the fountain, click on the second vine |
| along. Helen will discover something to drain the |
| water from the fountain. She does so. Now go through |
| the trapdoor that is revealed. |
| |
| |
| O--------------------------O |
| |--- UNDER THE FOUNTAIN ---| |
| O--------------------------O |
| |
| You can watch your rather unsatisfactory ENDING C |
| when you reach the bottom of the ladder. Congratulations! |
| You finished the game. |
=============================================================
=============================================================
|SECTION AB| |
|----------| |
| Go through the wooden door on the left on this floor. |
| |
| |
| |
| O----------------------O |
| |--- MASTER BEDROOM ---| |
| O----------------------O |
| |
| Use your flashlight on the fireplace, and Helen will find |
| "Door Spell". Return to the Entrance Hall. |
|============================================================
ENDINGS A, B and D and intertwine here, so no matter which
of them you're after, it doesn't matter, they all follow
the same path.
You should be in the Entrance Hall. Save your game, because
if you screw up in a minute it will affect your ending.
Go downstairs towards the big blue doors on the right.
Equip your revolver and use it on the doors. Helen will
shoot the lock off and go through the doors.
O--------------O
|--- CHURCH ---|
O--------------O
You'll walk in to find Jennifer in VERY immediate danger.
You have literally seconds to decide what to do.
If you want ENDING A or ENDING D, equip your "Revolver"
and shoot Scissorman quickly.
If you want ENDING B, let Scissorman kill Jennifer and
get away.
If you saved Jennifer, follow Scissorman into the room on the left.
You will make a discovery that I would so dearly love to spoil
right now, but I won't. After making this discovery, you will
exit the room and speak with Jennifer and Gotts. If you have
achieved ENDING D, the game will end after a quick conversation.
(Congratulations?)
If you are still heading towards ENDING A, you will continue
the game after the conversation.
If you let Jennifer die, you must explore the room on the back
left because it looks like Scissorman may have disappeared
into it. It is a torture chamber. However, Scissorman isn't
here. Exit the room.
We are now left with either ENDING A or ENDING B. With both
of these choices, go through the door on the left that is
closest to the front of the screen.
O-----------------------O
|--- CHURCH CORRIDOR ---|
O-----------------------O
Go through the door on the far left.
O---------------------O
|--- DRESSING ROOM ---|
O---------------------O
Use the "Cosmetics Key" on the box on the table. You'll
receive "Mansion Map". A passage is drawn under the fountain
that is in the courtyard. We now know where Scissorman
is hiding.
Save your game. Go through the door you came in through.
O-----------------------O
|--- CHURCH CORRIDOR ---|
O-----------------------O
Go through the door on the far right.
O--------------O
|--- CHURCH ---|
O--------------O
Go through the invisible door at the front of the screen.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Go through the door at the back left of the room.
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Go through the diamond-tipped door.
O-----------------O
|--- COURTYARD ---|
O-----------------O
If Scissorman doesn't come through the fountain to attack you,
in which case you should hide, there should be a vine you
can activate to the right of the fountain. It's the second
one along. Helen finds something that will drain the water
in the fountain. She does so, revealing a trapdoor, which
you should now go down, if you're ready and if you've saved.
O--------------------------O
|--- UNDER THE FOUNTAIN ---|
O--------------------------O
Go left and you will have a conversational confrontaion with
Scissorman. After, you will be in danger. "Scissorman" will
be chasing you. Run all the way left until you reach a sort of
shrine. Use the "Statue" on it, and your ending will play.
CONGRATULATIONS! You have completed Clock Tower! With one of
10 endings! Wooooo! *Sobs into her blanket*
===================================
/\ | | /\ (CT10.9)
/||\ INTERMISSION 1 - JENNIFER SIMPSON /||\
\||/ | | \||/
\/ =================================== \/
You'll resume play as Jennifer, in her bedroom.
She will decide to go out for a while, as Helen
isn't back yet.
You'll be taken to the map. Go to the University
Research Building.
O------------------------------------O
|--- UNIVERSITY RESEARCH BUILDING ---|
O------------------------------------O
Have a quick conversation with Helen, and you'll
return to the map. Go to the Norway International Hotel.
O----------------------------------O
|--- NORWAY INTERNATIONAL HOTEL ---|
O----------------------------------O
Talk to Kay and Edward. You will then return to
the map. Go to the University Staff Housing, and
Jennifer will talk to Nolan. He obviously just
wants gossip, so he asks her out on a "date"
(an interview). She accepts.
===============================
/\ | | /\ (CT10.10)
/||\ SCENARIO 1 - JENNIFER SIMPSON /||\
\||/ | | \||/
\/ =============================== \/
You'll start off on the highstreet. Jennifer will stop
and exclaim that somebody is following her. Well, I'd
be pretty paranoid if I'd been a victim of attempted
murder as often as she was. She will freak out and
begin running down the street. You can bang on the lit-
up shop for help, but none will come. Jennifer runs
towards the University. There will be a short cutscene.
Then...
Enter the Scissorman!
O-------------------O
|--- 1F CORRIDOR ---|
O-------------------O
.-------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|-------------------------------------|
| CUBICLE - Men's toilets. |
| LOCKERS - Left end of the corridor. |
|_____________________________________|
Jennifer will stop in the middle of the corridor,
allowing you to take control. My advice is that you
run to the right until you reach the bathroom, in
which you should hide in the cubicle until Scissorman
has stopped chasing you. To find out how to recognise
the signs of whether he is chasing you or not, check
out my section on Scissorman.
Once Scissorman has stopped chasing you, return to the
corridor. Run along to the left and go through the second
door you come to.
O--------------------O
|--- STORAGE ROOM ---|
O--------------------O
.-----------------------------.
| HIDING PLACES/ "WEAPONRY" |
|-----------------------------|
| BOX - The one on the right. |
|_____________________________|
Almost every time you enter this room for the first time,
Scissorman will burst out from behind some boxes. If he
does this, you should exit the room immediately, run left
and hide in the lockers. If he finds you there, you should
run back into the Storage Room and hide in the box on the
right. You could also hide in the toilets down the hall
if you wish - check out my HIDING PLACES and "WEAPONRY"
sections.
Once you've escaped Scissorman, search the shelves on the
right for an Oil Can and exit the room.
O-------------------O
|--- 1F CORRIDOR ---|
O-------------------O
.-------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|-------------------------------------|
| CUBICLE - Men's toilets. |
| LOCKERS - Left end of the corridor. |
|_____________________________________|
The door on your right is locked, so run straight past it,
all the way to the right end of the corridor, past the
stairs and the elevator. Go through the door next to the
blacked-out window.
O--------------------O
|--- SECURITY ROOM --|
O--------------------O
.---------------------------.
| HIDING PLACES/ "WEAPONRY" |
|---------------------------|
| Bench - on the left side |
| of the room. |
|___________________________|
You will see a guard sitting at the table. If you want
a nasty shock (even though it's pretty predictable),
try to get his attention. There is a panel with loads of
switches on it at the back - examine it to set off an alarm.
I doubt it will attract anyone's attention other than
Scissorman though, so you should probably ignore it.
Instead, ignore everything else in the room unless you
should wish to examine everything, and pick up the
"Ladder Key", which can be found on the table that the
guard is leaning on. Exit the room after picking it up.
O-------------------O
|--- 1F CORRIDOR ---|
O-------------------O
.-------------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|-------------------------------------|
| CUBICLE - Men's toilets. |
| LOCKERS - Left end of the corridor. |
|_____________________________________|
You should now go upstairs to the second floor - you
can use either the elevator or the stairs to do this.
However, I would recommend the stairs, as I find them
quicker than going inside the elevator, clicking the
button, watching the elevator go up and then going out
of it. Also, there's always a chance that Scissorman will
be in the elevator. AND it breaks down if you use it too
much. Be smart and use the staircase to go up one floor.
O------------------O
|---2F CORRIDOR ---|
O------------------O
.----------------------------------.
| HIDING PLACES/ "WEAPONRY" |
|----------------------------------|
| CUBICLE - Women's toilets. |
| FIRE EXTINGUISHER - Right end of |
| corridor. |
|__________________________________|
If you feel like exploring, go through the door at the right
end of the corridor. (This leads to the Waiting Room and the
2F Admin Office - but there are no items here. If you choose
to look around, you may want to check the HIDING PLACES and
"WEAPONRY" sections first.)
Go left along the corridor, past the Women's Toilets (you
can look in the right cubicle for a nasty sight, by the way).
Go into the room on the left of the toilets.
O-----------------O
|--- 2F OFFICE ---|
O-----------------O
Look on Helen's desk (the computer next to the one with the
orange stuffed animal on it) and you will find the "Office Key".
This opens the Therapy Room. You can look at Professor Barton's
desk (the lone desk at the back of the room with the rather
more comfortable-looking chair) to try to use the telephone,
but it is dead.
Click on the door to the Therapy Room to unlock it, then go
inside.
O--------------------O
|--- THERAPY ROOM ---|
O--------------------O
If there is a bloody mass on the psychiatrist couch,
Jennifer will automatically look at it. You can look
at it again to lift up the sheets, but you will never
discover whose body is underneath.
NOTE - I'm not sure, but I think that if you look at
the body in the 2F Bathroom then there isn't a
body in the Therapy Room. If this is true, then
it's probably the same the other way round.
Your main reason for going in here is to look at the
desk. Jennifer won't notice, but you should. Something
is missing, something that we looked at in the prologue.
The scissors! They're gone! So either the original
Scissorman carelessly lost his, or we have a copycat
on our hands.
Exit the room.
O-----------------O
|--- 2F OFFICE ---|
O-----------------O
Exit to the corridor.
O-------------------O
|--- 2F CORRIDOR ---|
O-------------------O
The other doors here are locked, so go to the Stairwell.
O-----------------O
|--- STAIRWELL ---|
O-----------------O
Head up one floor. The door in front of you leads to the
third floor. However, there is no point in going there,
as there are no items. Unless you would like to explore
the third floor anyway (in which case I recommend you
look at the HIDING PLACES and "WEAPONRY" sections),
go up yet another floor.
This is the very top floor. There is a red door here,
and, behind the green cupboard, an emergency ladder.
If you're ready to end the Scenario, use the "Ladder
Key" on the green cupboard.
SCENARIO COMPLETE!
===================================
/\ | | /\ (CT10.11)
/||\ INTERMISSION 2 - JENNIFER SIMPSON /||\
\||/ | | \||/
\/ =================================== \/
O----------------------O
|--- POLICE STATION ---|
O----------------------O
You regain control of Jennifer in the Police Station.
Let Assistant Inspector Gotts waffle on about whether
Scissorman exists or not. He's posted a policeman
outside your house, who will be about as useful
as that security guard was earlier, but it's a nice
gesture.
Talk to Helen when Gotts has stopped talking. You'll
then go to the map. Your first stop should be Oslo
Weekly Newspaper Company.
O-------------------------------------O
|--- OSLO WEEKLY NEWSPAPER COMPANY ---|
O-------------------------------------O
Talk to Tim to find out that Nolan just went looking
for you. You'll return to the map.
Go to the Norway International Hotel to check up on
Kay and Edward.
O----------------------------------O
|--- NORWAY INTERNATIONAL HOTEL ---|
O----------------------------------O
Kay and Edward aren't here. Hope they haven't been
attacked!
Return to the map and go to the University Research Building.
O------------------------------------O
|--- UNIVERSITY RESEARCH BUILDING ---|
O------------------------------------O
Helen will tell you that the statue found at the scene
of the Clock Tower murders (the one you sent to someone
during the prologue) might be the key to destroying
Scissorman. Jennifer decides to ask Nolan whether he
knows who Rick is. Return to the Oslo Week Newspaper
Company.
O-----------------------------------O
|--- OSLO WEEK NEWSPAPER COMPANY ---|
O-----------------------------------O
Talk to Nolan, who was very concerned for your safety -
how sweet. Strangely enough, Nolan was off to interview
Rick anyway! He offers to look for the statue as well
as information while he's there.
The next part is very important. You must remember where
you sent the statue during the prologue. Look at the
following options and choose the one that suits you.
* If you sent the statue to Rick earlier and want the
"good" ending, say "YES" to Nolan when prompted.
* If you sent that statue to Mr Sullivan eariler and
want the "good" ending, say "NO" to Nolan when prompted.
* If you sent the statue to Rick earlier and want the "bad"
ending, say "NO" to Nolan when prompted.
* If you sent the statue to Mr Sullivan earlier and want th
"bad" ending, say "YES" to Nolan when prompted.
If you've forgotten where you sent the statue earlier, you've
just saved your game after finishing the last scenario anyway,
so go wherever you think is most likely and if it doesn't work
out the way you want it to, reload your save before Intermission
2 and go with the other option.
Make your choice and continue onto Scenario 2.
IF YOU CHOSE "YES", GO TO SCENARIO 2 - NOLAN CAMPBELL.
IF YOU CHOSE "NO", GO TO SCENARIO 2 - HELEN MAXWELL (You will
have to backtrack to Helen's Scenarios to find this)
=============================
/\ | | /\ (CT10.12)
/||\ SCENARIO 2 - NOLAN CAMPBELL /||\
\||/ | | \||/
\/ ============================= \/
O----------------------O
|--- 1F LIVING ROOM ---|
O----------------------O
Nolan has a chat with Rick, which turns out to be very
important. Rick, once butler for the Barrows family,
reveals that the Barrows Castle is somewhere in England.
Rick is just leading Nolan to where he wrote down
the exact location of the Castle, when he stops to
show Nolan the lovely chandelier he received as a
farewell gift after retiring from his services to
the Barrows family. The lights go out... and something
very predictable happens...
ENTER SCISSORMAN!
Only...where is he?
Since Scissorman isn't in the rom, Nolan gets a
headstart. Go left and through the only door
on that side of the room.
O-------------------------O
|--- RESTROOM CORRIDOR ---|
O-------------------------O
Go through the second and last door in the
corridor.
O--------------------O
|--- UTILITY ROOM ---|
O--------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| MOP HANDLE - Click on the door that |
| leads to the next room to |
| open it, go through, and |
| use the pole next to the |
| doorway. |
| BOX - I think you can hide in the box |
| at the back left of the side room.|
|_________________________________________|
We need to be in here anyway, but first you must
escape from Scissorman. You should go into the room
on the right (you must click on the door to open
it first) with the red wardrobes. There is a pole
beside the door. Click on it and Nolan will shut the
door and jam it with the pole. Scissorman will come
in, attempt the break the door down, fail, and leave.
With Scissorman out of the way, go back into the room
on the left and examine the cabinet to obtain "Powder
Soap". This item is essential to finishing the Scenario.
If you are trying to get the "worst ending", this is
all you need to finish the Scenario. If you're trying
to get that ending, and don't want to explore the house,
follow the instructions inside the following box. If you
want to explore the house or are trying to get a better
ending, skip the box and read ahead.
====================================================
| |
| Exit the Utility Room. |
| |
| |
| O-------------------------O |
| |--- RESTROOM CORRIDOR ---| |
| O-------------------------O |
| |
| Exit through the furthest door on the left. |
| |
| |
| O----------------------O |
| |--- 1F LIVING ROOM ---| |
| O----------------------O |
| |
| Go through the orange-glazed glass door at |
| the back of the room. Yes, the one that leads |
| to the dog. |
| |
| |
| O-------------------O |
| |--- BACK GARDEN ---| |
| O-------------------O |
| |
| Quickly equip the "Powder Soap" and use it on |
| the dog. Once you've done so, Nolan will run |
| off into the forest, and you will have completed |
| the Scenario. Ending E will then run, and you |
| will have completed the game with the quickest |
| and "worst" ending. Um... CONGRATULATIONS!...? |
| |
=====================================================
Exit the room.
O-------------------------O
|--- RESTROOM CORRIDOR ---|
O-------------------------O
Go through the last door on the left.
O----------------------O
|--- 1F LIVING ROOM ---|
O----------------------O
There's not a lot to do in here except examine
the yellow drinks cabinet, which makes Nolan take
a swig to calm his nerves. Go through the yellow
and green door right next to the drinks cabinet.
O---------------O
|--- KITCHEN ---|
O---------------O
Examine the mask on the wall. Nolan will discover
that the location of Barrows Castle is written on
it! How queer.
Something very strange will happen now. You'll be
under attack by the mask, a chair and a painting.
If you don't act quickly, they will kill you. I
bet you've never been beaten up by household
objects before?
Grab the glass on the table, and when Nolan is
holding it, click on the mask to smash it to
pieces with the glass.This will stop the chair
and painting attacking you, too. You're now
safe.
Exit the room.
O-----------------------O
|--- 1F SITTING ROOM ---|
O-----------------------O
Go through the door directly on the right of where
you just came from.
O------------------O
|--- 1F HALLWAY ---|
O------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| UMBRELLA - There is an umbrella to the |
| right of the stairs. |
|_________________________________________|
Sometimes when you walk down the hall, Scissorman will
jump down in front of you from the stairs. Check out the
1F HIDING PLACES and "WEAPONS" in the appropriate section
of this walkthrough to find a way to escape, if you're
stuck.
If or when Scissorman isn't chasing you, go up the stairs
and through the door.
O------------------O
|--- 2F HALLWAY ---|
O------------------O
Go through the first door on your left - in other words,
the door next to you.
O---------------O
|--- BEDROOM ---|
O---------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| WARDROBE - The green wardrobe. |
| BEDCLOTHES - Click the green sheets to |
| throw them over Scissorman.|
|_________________________________________|
Look inside the wardrobe. Nolan says that there's something
inside. Rather than investigating, he closes the door on the
mysterious item. Give the poor sod a prod in the right
direction (click on the wardrobe again) and he'll get the
object. It's the statue! You now have everything you need
from this place. Unless you feel like exploring, exit the
room.
O------------------O
|--- 2F HALLWAY ---|
O------------------O
Go through the door on your right.
O------------------O
|--- 1F HALLWAY ---|
O------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| UMBRELLA - There is an umbrella to the |
| right of the stairs. |
|_________________________________________|
Go downstairs and through the door on your left.
If Scissorman is chasing you, Nolan will sometimes
trip and fall down the stairs. He sits dazed at
the bottom while Scissorman approaches, and you must
tap the panic button to make him get up. I've heard
people saying that this only happens if you take
a drink at the drinks cabinet, but this is not true.
It's a random thing.
O----------------------O
|--- 1F LIVING ROOM ---|
O----------------------O
See the green curtain at the back of the room? Go over
to it and open it to reveal a glass door, which, if
you're ready to leave, you should open and go through.
O-------------------O
|--- BACK GARDEN ---|
O-------------------O
We can't leave whilst Rick's dog is so vicious. Quickly
go into your inventory and equip the "Powder Soap", which
you should then use on the dog. The poor little puppy
yelps as you temporarily blind him, and Nolan pegs it
into the forest, probably leaving the dog to a bloody
death by Scissorman's hand. And on that note...
SCENARIO COMPLETE!
===================================
/\ | | /\ (CT10.13)
/||\ INTERMISSION 3 - JENNIFER SIMPSON /||\
\||/ | | \||/
\/ =================================== \/
Jennifer starts at home. If you sent Helen to get the
statue, she will wonder if Helen has found it. If you
sent Nolan to get the statue, she will wonder if Nolan
has found it.
On the map, go to the University Research Building to
visit Helen, or the Oslo Weekly Newspaper Company to visit
Nolan - whichever applies to your choice.
O------------------------------------O
|--- UNIVERSITY RESEARCH BUILDING ---|
|--- OSLO WEEKLY NEWSPAPER COMPAN ---|
O------------------------------------O
If Helen got the statue...
Helen is alive and well - and she got the statue! Talk to
her again to discover the whereabouts of where the Barrows
family used to live. On the off-chance that they'll find
something to conquer Scissorman with, they decide to go
to the castle in England.
If Nolan got the statue...
Nolan is alive and well - and he got the statue! Talk to
Nolan again to receive the statue. He tells you that he has
discovered the location of Barrows Mansion, where the
Scissorman's family used to live. On the off-chance that
they'll find something to conquer Scissorman with, they
decide to go to the castle in England.
Go to the Norway International Hotel.
O----------------------------------O
|--- NORWAY INTERNATIONAL HOTEL ---|
O----------------------------------O
Talk to Edward and Kay. They'll join you. Kay doesn't
put up much of a fight, considering she should be
looking after Edward.
If you sent Helen to get the statue, go to the Oslo
Weekly Newspaper Company. If you sent Nolan to get
the statue, go to the University Research Building.
O-------------------------------------O
|--- OSLO WEEKLY NEWSPAPER COMPANY ---|
|--- UNIVERSITY RESEARCH BUILDING ---|
O-------------------------------------O
If Helen got the statue...
At the Newspaper Company, talk to Nolan and Tim.
They also decide to tag along.
If Nolan got the statue...
At the University, Beth and Harris decide to tag
along.
Go to the Police Station.
O----------------------O
|--- POLICE STATION ---|
O----------------------O
Talk to Gotts and Professor Barton. They'll join you. That's
everyone we need.
If Helen got the statue, go to the University Research Buiding.
If Nolan got the statue, go to the Oslo Weekly Newspaper Company.
O------------------------------------O
|--- UNIVERSITY RESEARCH BUILDING ---|
|--- OSLO WEEKLY NEWSPAPER COMPAN ---|
O------------------------------------O
Helen and Nolan tell you that 10 people will be going to
England. We'll find out who they are soon.
============================================
/\ | | /\ (CT10.14)
/||\ SCENARIO 3 - SCISSORMAN (JENNIFER SIMPSON) /||\
\||/ | | \||/
\/ ============================================ \/
A scene will show. Helen and Gotts realise that some people
have gone missing. They rush to the castle.
Inside the castle, you'll see a disturbing custcene between
"Scissorman" and Jennifer. Keep watching, until... BOOF!
ENTER SCISSORMAN.
O-----------------------O
|--- CHURCH CORRIDOR ---|
O-----------------------O
Go through the door on your left.
O---------------------O
|--- DRESSING ROOM ---|
O---------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
|Clothes rack - You can't miss it. |
|_________________________________________|
Hide behind the clothes rack to dispose of Scissorman
temporarily. Once back in the corridor (it will
automatically chuck you out), return to the same
room and search the fallen clothes rack. You'll obtain
"Stair Key". If you want to be spooked out, you
should look at the statue.
Exit the room.
O-----------------------O
|--- CHURCH CORRIDOR ---|
O-----------------------O
If you want to get ENDING A or ENDING B, read the box.
If you want ENDING C or ENDING D, continue after the box.
=======================================================
| |
| Go through the first door on your right. |
| |
| |
| O----------------------O |
| |--- CHURCH LIBRARY ---| |
| O----------------------O |
| |
| .-----------------------------------------. |
| | HIDING PLACES/ "WEAPONS" | |
| |-----------------------------------------| |
| | BIG PILE OF BOOKS - You can't miss it. | |
| |_________________________________________| |
| |
| Look at what appears to be a ladder. This enables |
| you to look at the bookcase behind it. You will |
| obtain "Foreign Note". Jennifer cannot read this, |
| because it is in Latin. We need to find someone |
| to translate it. |
| Exit the room and carry on reading what comes after |
| this box. |
| |
=======================================================
Go through the last door on the right.
O--------------O
|--- CHURCH ---|
O--------------O
Try to ignore the horrible, creepy lightning. On the wall
at the back is a panel with stars on it. Pick it up to receive
"Star Plate".
Go through the door on the right on this end of the room.
O-----------------------O
|--- TORTURE CHAMBER ---|
O-----------------------O
Jennifer will comment about the stench of this place.
She doesn't comment, however, on the body lying on
the ground.
It's Assistant Inspector Gotts. Be aware that if you
are chased by Scissorman into this room, Gotts will
not be alive, but instead he will be hanging upside-
down in the grinder.
Gotts SHOULD be alive though. So talk to him. Jennifer
assures him that she will look for everyone else.
Whether Gotts was alive or not, pick up the white object
on the ground next to him. It turns out to be a "Candle".
On the left-hand wall, there is something black. It's a keyhole.
Use your "Stair Key". A staircase will be lowered. Ascend
the staircase.
O-----------------------O
|--- 2F SITTING ROOM ---|
O-----------------------O
You emerge from a fireplace. Whatever you do, DON'T look at
the large foresty painting on the wall, as it will
"trigger" Scissorman. Exit the room via the only door.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
After a little cutscene, go through the first door on
your left.
O----------------------O
|--- MASTER BEDROOM ---|
O----------------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| BED - Under the red-quilted bed. |
|_________________________________________|
Look at the bedside table that sits inbetween the
two beds. A mouse will scuttle over to the desk in the
left corner of the room.
Look at the table the mouse went to until you get the
"Library Key" Leave the room.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Go downstairs and through the door on the left, closest
to the front of the screen.
O-----------------O
|---1F HALLWAY ---|
O-----------------O
Go past the first door and through the diamond-tipped one.
O-----------------O
|--- COURTYARD ---|
O-----------------O
Here, you should find Professor Barton slumped against a tree.
If you have already been to the Basement and received the
"Mansion Key", he will be hanging from a tree, a noose around
his neck. (Looking at his dead body causes Scissorman to
drop down from above and start chasing you.)
Talk to Professor Barton. By doing this, you can ensure that
one more character counts as "alive" at the end of the game.
If you are after ENDING A or ENDING B, then use the "Foreign
Note" on Professor Barton. He will translate it for you,
and reveal that it is a "Door Spell".
If Professor Barton is dead, don't worry, there is another
opportunity to translate the note.
Once you are done, exit through the door you came in through.
O------------------O
|--- 1F HALLWAY ---|
O------------------O
Go through the door on the left. Don't go through the last door
in the corridor, as this leads onto thin air and you will
have to tap the Panic Button and lose valuable strength
to survive.
O------------------------O
|--- KITCHEN CORRIDOR ---|
O------------------------O
Go through the green door.
O---------------O
|--- KITCHEN ---|
O---------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| FRYING PAN - On the left wall. |
| POT - On the stove. |
|_________________________________________|
Go through the door on the left side of the room.
O--------------O
|--- PANTRY ---|
O--------------O
There is a floor tile in the middle of the room which makes
a strange sound when you stand on it. Examine it.
Now look at the shelves on the left to find a lever. Look
in the same spot again to use the lever. This moves the
floor tile, leaving a hole with a ladder.
Save your game and go down the new hole.
O----------------O
|--- BASEMENT ---|
O----------------O
You can look around if you want but to progress you must attempt
to climb back up the ladder. Doing so will activate a noise.
BEFORE you investigate the noise, heed this warning.
I told you to save your game because when you investigate
the noise you can find one of two things - Beth
or Scissorman.
If you find Scissorman, climb back up the ladder. Shake him
off by tapping the panic button and you will be safe.
However, when this happened to me I could not talk to
Beth, or even look back around the wine racks to find her.
This is why I told you to save it. You must talk to Beth
if you want to get anywhere. If you get Scissorman, simply
reload your game and try again. You should get Beth eventually.
To find whatever lurks behind the wine racks, examine the one
that obscures the back of the room. Talk to Beth twice to
obtain "Mansion Key". When you're done, go back
up the ladder.
If Beth is not behind the wine racks, look in one of the barrels
to find her dead body. You can still find the key though.
O--------------O
|--- PANTRY ---|
O--------------O
Go out of the door.
O---------------O
|--- KITCHEN ---|
O---------------O
.-----------------------------------------.
| HIDING PLACES/ "WEAPONS" |
|-----------------------------------------|
| FRYING PAN - On the left wall. |
| POT - On the stove. |
|_________________________________________|
Go out of the door you didn't come in through.
O------------------------O
|--- KITCHEN CORRIDOR ---|
O------------------------O
Go through the door on the right.
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
If you are after ENDING A, read the following box.
If you are after ENDING B, ENDING C or ENDING D,
skip the box and read on.
=================================================
| |
| Go through the green door in this corridor. |
| |
| |
| O-------------------------O |
| |--- SERVANT'S BEDROOM ---| |
| O-------------------------O |
| |
| .------------------------------------------. |
| | HIDING PLACES/ "WEAPONS" | |
| |------------------------------------------| |
| | WARDROBE - On the right side of the room.| |
| |__________________________________________| |
| |
| Lift the bedclothes from the bed to find |
| an object. Pick it up to obtain "Copper Book".|
| |
| Do not open the desk drawer, there is no need.|
| Exit the room. Read on ahead after this box. |
| |
=================================================
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Examine the barred door to the right to use the
"Mansion Key".
If you want ENDING A, ENDING B or ENDING C, read the
following box.
If you want ENDING D, skip the box.
=========================================================
| |
| Don't go up the stairs, but towards |
| the door on the far right. Use the "Oil Can" to help |
| you remove the bar from the door, then enter. |
| |
| |
| O--------------------O |
| |--- STORAGE ROOM ---| |
| O--------------------O |
| |
| Look at the coffin to get the "Box Key". Then look at |
| the lower shelf of the left shelves to get "Rope". |
| |
| Try to open the chest in the corner. Jennifer will |
| be ambushed by bats. Once they're gone, use the rope |
| on the door they left through. This will prevent |
| them coming through. Open the chest again. You'll |
| find Helen. Speak to her. If you are after ENDING |
| A or ENDING B, and found Professor Barton dead, |
| use the "Foreign Note" on Helen to get her to |
| translate it to "Door Spell". |
| |
| If you don't open the box, Helen is counted as "Dead" |
| at the end of the game. |
| |
| Exit the room. Read ahead after this box. |
| |
=========================================================
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Go upstairs.
O-----------------------O
|--- 2F BACK HALLWAY ---|
O-----------------------O
Go through the only door.
O---------------------------------O
|--- 2F BACK HALLWAY CONTINUED ---|
O---------------------------------O
Go through the first door you come to.
O---------------O
|--- BALCONY ---|
O---------------O
You'll be in a hallway/balcony with only one other door.
Save your game and try to open the door on the left.
This is Scissorman's cue to make an appearance!
Quickly run out onto the right side of the balcony. There
are two windows that you need to reach. Click on the gap
in the balcony's walling on the right. Jennifer will
(after a close shave) make it through the window and you
shall be safe.
O-----------------------O
|--- CRYPT OF SORROW ---|
O-----------------------O
Talk to Nolan. You'll then see something that I find quite
sad. I think the ghost children are singing "Little John
From The Castle", which you get after unlocking ???.
Go through the door on the right.
O------------------------O
|--- LIBRARY CORRIDOR ---|
O------------------------O
Go all the way to the right and through the door on the left
of the blacked-out door.
O-------------O
|--- STUDY ---|
O-------------O
Go through the door on the left
O---------------O
|--- LIBRARY ---|
O---------------O
Ignore the creepy camera angle. There is a box on top of one
of the bookcases. Look at it to find that Jennifer cannot
reach. Look at the stepladder to reach the box.
Inside you will find the Barrows family "Genealogy". It mentions
"Quentin", saying that he is a traitor. Go through the door on
the right.
O-------------O
|--- STUDY ---|
O-------------O
Go through the door on the right.
O-----------------------O
|--- LIBRARY CORRIDOR --|
O-----------------------O
Go through the blacked-out door on the right.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Go down to the first floor and through the door at the back-left
of the room - underneath the Master Bedroom.
O-----------------------O
|--- 1F SITTING ROOM ---|
O-----------------------O
Look at the portraits on the back of the room. You will eventually
find Quentin's. You'll find a clue that talks about a "map".
Exit the room through the door you came in through.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Go upstairs and through the door furthest to the right.
O-----------------------O
|--- 2F SITTING ROOM ---|
O-----------------------O
Chances are that Jennifer will smell something burning, and
ominous music will start. Someone is dead.
If this happens, check out the fireplace to find the body
of Tim. Pick up the matches on the floor near the table.
If Tim is alive, talk to him until he gives you
the matches.
Exit the room.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Go through the door on the far left of this floor.
O------------------------O
|--- LIBRARY CORRIDOR ---|
O------------------------O
Go through the first door you come to.
O-------------O
|--- STUDY ---|
O-------------O
Look at the fireplace. Jennifer says that it is too dark to see.
Use your candle on the golden candleholder on the desk, then use
your matches on the candle. Jennifer will automatically look
inside the fireplace and find "Mansion Map".
If you are after ENDING A, read the following box.
If you are after ENDING B, ENDING C or ENDING D, skip the box.
=====================================================================
| |
|Go through the door on the left. |
| |
| |
| O---------------O |
| |--- LIBRARY ---| |
| O---------------O |
| |
| Look at the scratch marks on the floor. Then use the "Copper Book"|
| on the hole in the bookcase beside the scratch marks. A new door |
| will be revealed. Go through. |
| |
| |
| O-----------------------------O |
| |--- WET & DRY METHOD ROOM ---| |
| O-----------------------------O |
| |
| Here is a puzzle. I think I know how to solve it, my method has |
| never failed me, but save it just in case. |
| |
| Look at your Star Plate. It's called "STAR Plate". One of the |
| passages should have the image of a star above it. Also, if you |
| look at the Star Plate in your inventory, there should be two |
| dark marks and one lighter mark. I believe the lighter one |
| should correspond with where the star is above the holes. |
| Save your game and go down the hole that corresponds with |
| your puzzle solution. If it is the wrong hole, you will die, |
| but you'll just be able to reload to just before going down |
| the wrong hole. |
| |
| You should be going down a ladder if it is the right hole. |
| Go through the door at the end of the passage. |
| |
| |
| O--------------------------O |
| |--- UNDERGROUND SHRINE ---| |
| O--------------------------O |
| |
| There is a dagger on the ground in front of the altar. |
| Pick it up. |
| |
| Suddenly, a corpse jumps out from the ground. Quickly run |
| through the door you entered from. |
| |
| |
| O-----------------------------O |
| |--- WET & DRY ROOM METHOD ---| |
| O-----------------------------O |
| |
| Climb the ladder. You're safe now. |
| |
| Save your game. Go through the opening on the left. |
| |
| |
| O---------------O |
| |--- LIBRARY ---| |
| O---------------O |
| |
| Go through the door on the right. |
| |
=====================================================================
O-------------O
|--- STUDY ---|
O-------------O
Go through the door on the right.
O------------------------O
|--- LIBRARY CORRIDOR ---|
O------------------------O
Go through the blacked-out door on the right.
O---------------------O
|--- ENTRANCE HALL ---|
O---------------------O
Remember the "Mansion Map" we picked up. It tells you that
there is a secret passage beneath the fountain. Go through the back
left door on the bottom floor.
O-----------------------O
|--- 1F SITTING ROOM ---|
O-----------------------O
Go through the door on the right.
O-----------------------O
|--- 1F BACK HALLWAY ---|
O-----------------------O
Go through the diamond-tipped door.
O-----------------O
|--- COURTYARD ---|
O-----------------O
There are some vines on the right of the fountain. Click the
second one along to find a mechanism that drains the fountain.
Click on the fountain to go down the trapdoor.
O--------------------------O
|--- UNDER THE FOUNTAIN ---|
O--------------------------O
If you got ENDING D, you will finish the game here.
Congratulations!
If you are getting ENDING A , ENDING B or ENDING C,
continue to the end of the corridor. Whether you hear something
or not, go through the blue door.
Go through the door...
If you got ENDING C, your game will finish here. Congratulations!
Talk to the real Scissorman. Whilst talking to him, equip your statue.
Nolan will distract Scissorman once he decides to "play". Jennifer will
run automatically left. She stops at a purple shrine.
There is a 30cm space. Use the statue on the shrine.
If you are getting ENDING A, immediately equip your dagger.
Jennifer will say the Door Spell, and a door will begin to
suck both her and Scissorman in. Jennifer manages to hang on,
but Scissorman tries to drag her in with him! If you are
getting ENDING B, then he will succeed as there is nothing
you can do. If you are getting ENDING A, use your dagger
on Scissorman as quickly as possible. He will let go.
Whether you got ENDING A or ENDING B, congratulations!
Your ending will run now, and you have completed the game!
~-~-~-~-~
|ENDINGS| (CT11)
~-~-~-~-~
Serious spoilers up ahead. If you don't want to learn
what happens in the endings, don't read this section.
O---------O
|- HELEN -|
O---------O
ENDING A
How to obtain: *In Scenario 1, pick up the Flashlight.
*In Scenario 2, make sure you go to
the place where you sent the statue
during the prologue.
* In Scenario 3, do NOT use the Fireplace
Key.
* Get the Cosmetics Key in order to get the
Mansion Map.
* Use the revolver to gain access to the
Church.
* Save Jennifer's life in the Church.
* Have the Door Spell before going under
the fountain.
What Happens?: Undeneath the fountain, Helen learns that
the real Scissorman is Edward, whose real
name is Dan Barrows - the twin brother of
the original Scissorman, Bobby Barrows!
Dan begins to limp towards Helen, who runs
away across a bridge. Helen uses the Statue
and Door Spell to open a vortex to exorcise
Dan - and he tries to drag her with him!
Helen is hanging on for dear life, as her
fingers slowly but surely slip away...
With fantastic timing, Gotts shows
up, and with the aim of a marksman with
"real experience", shoots Dan's hand so
that he lets Helen go. Gotts helps Helen
back to safety as the door shuts away
Dan Barrows. Forever.
A cutscene shows of a rescue team rifling
through the rubble of the ruins of Barrows
Castle. Suddenly, a voice cries out that
someone is still alive. Helen runs forward
to find a dazed Jennifer sitting underneath the
rubble. Helen lifts her out and the two
share a touching hug. The camera zooms out to
reveal an astounding sunset. Scissorman
is finished for good, and Jennifer is safe!
ENDING B
How to obtain: * In Scenario 1, pick up the Flashlight.
* In Scenario 2, make sure you go to
the place where you sent the statue
during the prologue.
* In Scenario 3, do NOT use to Fireplace
Key.
* Get the Cosmetics Key in order to get
the Mansion Map.
* Use the revolver to gain access to the
Church.
* Allow Scissorman to kill Jennifer in
the Church.
* Have the Door Spell before going under
the fountain.
What Happens?: Undeneath the fountain, Helen learns that
the real Scissorman is Edward, whose real
name is Dan Barrows - the twin brother of
the original Scissorman, Bobby Barrows!
Dan begins to limp towards Helen, who runs
away across a bridge. Helen uses the Statue
and Door Spell to open a vortex to exorcise
Dan - and he tries to drag her with him!
Helen is hanging on for dear life, as her
fingers slowly but surely slip away...
With a cry, Helen loses her grip on the
bridge and both she and Dan Barrows are
pulled into the vortex.
A cutscene then plays of a news woman reporting
on live television what has happened.
The camera then moves along to show
the familiar scissors of Scissorman.
Scissorman's hand rises from the wreckage...
ENDING C
How to obtain: * In Scenario 2, make sure you go to the
place where you sent the statue during
the prologue.
* In Scenario 3, use the Fireplace Key
to unlock the grate in the 2F Sitting
Room.
* Watch Jennifer die in the Church, having
used the Fireplace route.
* Get the Cosmetics Key in order to get the
Mansion Map.
What Happens?: Helen descends the ladder into the tunnel
which leads to under the fountain. In the
secret passage, she finds Professor Barton.
Professor Barton tells Helen that he has
found something important about Scissorman.
Helen walks ahead of him in the indicated
direction, and Professor Barton stabs her
in the back as she passes. Helen falls to
the floor, mortally wounded. Her final act
is to ask: "Why?"
Professor Barton remains silent. The screen
blacks out.
A cutscene shows of Gotts visiting Helen's
grave. In the distance, the clinking of
metal on metal can be heard...
ENDING D
How to obtain: * In Scenario 2, make sure you go to the
place where you sent the statue during
the prologue.
* In Scenario 3, do NOT get the unopenable
box, therefore do NOT get the Cosmetics
Key. You must have no clues towards
finding the Mansion Map.
* Use the revolver to gain access to the
Church.
* Save Jennifer's life in the Church.
What Happens?: Helen saves Jennifer, and, Scissorman cornered,
decides to follow him into the Torture Chamber.
Inside she finds an unmasked Professor Barton.
The missing scissors from Scenario 1 are explained.
Professor Barton explains to Helen that he was
drawn into the "evil" whilst studying the
case. He tells Helen that she may not be truly
strong enough to avoid the evil herself. Helen
says uncertainly, "I'm not like you" and leaves
Professor Barton to his death.
Back in the Church, Gotts and Jennifer speak to
Helen. Helen truly believes that Scissorman was
Professor Barton, and with no clues to tell her
that he was simply a fake, she declares with
an uneasy tone of voice that the case is closed.
ENDING E
How to obtain: * In Scenario 2, go to the place where you DIDN'T
send the statue in the prologue. This way you
can never find the statue.
What Happens?: Helen knocks on Jennifer's door and receives no
answer. She enters the little bedroom to find
Jennifer slumped over her desk, a gigantic pair
of scissors in her back. Helen gasps and rushes
forward to try to "wake" Jennifer up. As she does
so, the bedroom door slowly closes, revealing
Scissorman hiding in the shadows...
O------------O
|- JENNIFER -|
O------------O
ENDING A
How to obtain: * In Scenario 1, get the Oil Can.
* In Scenario 2, make sure you go to the place where
you sent the statue during the prologue.
* In Scenario 3, get the Foreign Note from the
Church Library and make sure that either Professor
Barton or Helen translates it into the Door Spell.
* Make sure you unlock the box in the Storage Room
and talk to Helen.
* Get the Dagger from the underground shrine.
What Happens?: Jennifer finds out that Edward is the true Scissorman,
or rather, Dan Barrows - the twin brother of the original
Scissorman, Bobby Barrows! Yes, this is what has become
of the great purple-brown monster that chased Jennifer
in the first Clock Tower. When Dan tries to kill
Jennifer, Nolan comes in and distracts him. Jennifer
uses the Statue and the Door Spell to open a vortex
which will destroy Scissorman.
However, Dan tries to drag Jennifer into the vortex with him.
Holding onto a rail for dear life, Jennifer stabs
Dan with her dagger. Dan lets go and is sucked
into the vortex - forever. Nolan helps Jennifer up.
A cutscene ensues, showing Nolan and Jennifer trapped
in the wreckage of the castle. They share a short
conversation and a kiss, and then a rock is shifted
above them and they are bathed in light. Helen
smiles down at them and lifts Jennifer out of the
rubble. The two share a hug and the scene ends.
Jennifer is now safe - Scissorman is no more!
ENDING B
How to obtain: * In Scenario 1, get the Oil Can.
* In Scenario 2, make sure you go to the place where
you sent the statue during the prologue.
* In Scenario 3, get the Foreign Note from the
Church Library and make sure that either Professor
Barton or Helen translates it into the Door Spell.
* Make sure you unlock the box in the Storage Room
and talk to Helen.
* Never use the Copper Book.
What Happens?: Jennifer finds out that Edward is the true Scissorman,
or rather, Dan Barrows - the twin brother of the original
Scissorman, Bobby Barrows! Yes, this is what has become
of the great purple-brown monster that chased Jennifer
in the first Clock Tower. When Dan tries to kill
Jennifer, Nolan comes in and distracts him. Jennifer
uses the Statue and the Door Spell to open a vortex
which will destroy Scissorman.
Dan grabs Jennifer and proceeds to pull her into the
vortex with him. She hangs onto the railing of the
bridge for dear life but has no way to defend herself,
and is eventually sucked into the vortex. Dan and
Jennifer disappear... forever.
A short cutscene that follows shows Helen and Nolan
visiting the empty grave of Jennifer.
ENDING C
How to obtain: * In Scenario 1, make sure you get the oil can.
* In Scenario 2, make sure you go to the place where
you sent the statue during the prologue.
* In Scenario 3, DO NOT pick up the Foreign Note.
* Make sure you unlock the box in the Storage Room
and talk to Helen.
* Never use the Copper Book.
What Happens?: Jennifer goes underneath the fountain, and almost
recognises Scissorman's voice. She never finds out if she
is right though; Kay runs along from the end of the tunnel
and stabs her.
A scene follows in which a reporter stands outside
the Barrows Castle. The rescue team says that they
have found a survivor, and begin to bring somebody
out on a stretcher. Lying on the stretcher is Edward,
who opens his eyes and smiles.
ENDING D
How to obtain: * In Scenario 2, make sure you go to the place
where you sent the statue during the prologue.
* In Scenario 3, DO NOT pick up the Foreign Note.
* Never go into the Storage Room - you can't if
you don't have the Oil Can anyway. DO NOT save
Helen (this is crucial).
* Never use the Copper Book.
What Happens?: Underneath the fountain, Edward tells Jennifer that
he knows a way out. Jennifer reluctantly believes him.
As she walks past him, he stabs her. His reflection is
shown in a pool of her blood.
ENDING E
How to obtain: In Scenario 2, make sure you go to the place
where you DIDN'T send the statue during the
prologue. This way you can never find the
statue.
What Happens?: Jennifer sits in her bedroom, writing in her
diary. She says that with no further clues,
the mystery can never be solved. Suddenly
she gasps and looks up from her diary. She
walks over to the window and looks out of it.
The clinking of metal on metal can be heard in
the distance...
~-~-~-~
|ITEMS| (CT12)
~-~-~-~
Here is a list of every item in the game. I will explain
which each of the headings mean.
Scenario - Which scenario the item is found in.
Character - Which character can find that item.
Item - The name of the item.
Location - Where in the scenari the item is.
Use - What the item can be used for.
Ending - The endings that can be achieved with this item.
===================================================================
| SCENARIO | CHARACTER | ITEM | LOCATION | USE | ENDING |
|============================================|===========|========|
| 1 | HELEN | PLIERS | 3F COMPUTER| Takes the | ALL |
| | | | ROOM | lock off |--------|
| | |--------|------------| the door | |
| | | | | in the | |
| | | | | Storage | |
| | | | | Room. | |
| | |--------|------------|-----------|--------|
| | | FLASH- | 2F ADMIN | Scenario 3| A/B |
| | | LIGHT | OFFICE | ENDING A/B|--------|
| | |--------|------------| Use to get| |
| | | | | Door Spell| |
| | |--------|------------|-----------|--------|
| | | OFFICE | 2F OFFICE | Unlocks | ALL |
| | | KEY |------------| Therapy |--------|
| | |--------| | Room | |
| | |--------|------------|-----------|--------|
| | | STORAGE| SECURITY | Unlocks | ALL |
| | | KEY | ROOM | Storage |--------|
| | |--------|------------| Room | |
|----------|-----------|--------|------------|-----------|--------|
| | JENNIFER | OILCAN | STORAGE | Scenario 3| A/B/C |
| | |--------| ROOM | ENDING A/ | |
| | | |------------| B/C Use to| |
| | | | | get into | |
| | | | | Storage | |
| | | | | Room. | |
| | |--------|------------|-----------|--------|
| | | LADDER | SECURITY | Unlocks | ALL |
| | | KEY | ROOM | escape |--------|
| | |--------|------------| ladder | |
| | |--------|------------|-----------|--------|
| | | OFFICE | 2F OFFICE | Unlocks | ALL |
| | | KEY |------------| Therapy | |
| | |--------| | Room | |
|----------|-----------|--------|------------|-----------|--------|
|========================================================|========|
|========================================================|========|
| SCENARIO | CHARACTER | ITEM | LOCATION | USE | ENDING |
|============================================|===========|========|
| 2 | GOTTS | STATUE | 2F LIVING | Scenario 3| A/B/C/D|
| | |--------| ROOM | ENDING A/B|Ultimate|
| | | |------------| Opens | A/B |
| | | | | Vortex |--------|
| | |--------|------------|-----------|--------|
| | | POWDER | BATHROOM | Blinds the| ALL |
| | | SOAP |------------| dog in the|--------|
| | |--------| | back yard.| |
| |-----------|--------|------------|-----------|--------|
| | NOLAN | STATUE | BEDROOM | Scenario 3| A/B/C/D|
| | |--------|------------| ENDING A/B|Ultimate|
| | | | | Opens | A/B |
| | | | | Vortex | |
| | |--------|------------|-----------|--------|
| | | POWDER | BATHROOM | Blinds the| ALL |
| | | SOAP |------------| dog in the|--------|
| | |--------| | back yard.| |
| |-----------|--------|------------|-----------|--------|
| | HELEN | STATUE | COLLECTION | Scenario 3| A/B/C/D|
| | |--------| ROOM | ENDING A/B|Ultimate|
| | | |------------| Opens | A/B |
| | | | | Vortex |--------|
| | |--------|------------|-----------|--------|
| | | READING| HEAD | Unlocks | ALL |
| | | ROOM | LIBRARIAN'S| Reading |--------|
| | | KEY | OFFICE | Room | |
| | |--------|------------|-----------|--------|
| | |COLLEC- | HEAD | Unlocks | A/B/C/D|
| | | TION | LIBRARIAN'S|Collection |--------|
| | | ROOM | OFFICE | Room | |
| | | KEY |------------|-----------|--------|
| | |--------|------------|-----------|--------|
| | | SCREW- |ADMIN OFFICE| Unscrews | ALL |
| | | DRIVER |------------| vent in |--------|
| | |--------| | Reading | |
| | | | | Room | |
|----------|-----------|--------|------------|-----------|--------|
|========================================================|========|
|========================================================|========|
| SCENARIO | CHARACTER | ITEM | LOCATION | USE | ENDING |
|============================================|===========|========|
| 3 | HELEN | FIRE- | KITCHEN/ | Unlocks | C |
| | | PLACE | HARRIS | grate in |--------|
| | | KEY |------------|2F SITTING | |
| | |--------| | ROOM | |
| | |--------|------------|-----------|--------|
| | | COPPER | SERVANT'S |To open the| A/B/D |
| | | BOOK | ROOM | secret |--------|
| | |--------|------------|bookcase/ | |
| | | | | door | |
| | |--------|------------|-----------|--------|
| | |LIBRARY | MASTER | Unlocks | A/B/D |
| | | KEY | BEDROOM | Library |--------|
| | |--------|------------|-----------|--------|
| | | MANSION| 1F SITTING | Unlocks | A/B/D |
| | | KEY | ROOM |barred door|--------|
| | |--------|------------|-----------|--------|
| | | DOOR | MASTER | Destroys | A/B |
| | | SPELL | BEDROOM | Scissorman|--------|
| | |--------|------------| ENDING A/B| |
| | |--------|------------|-----------|--------|
| | | BATTERY|STORAGE ROOM|Makes flash| A/B |
| | |--------|------------|light work |--------|
| | |--------|------------|-----------|--------|
| | | LEAD |STORAGE ROOM| Used in | A/B/D |
| | | BALLS |------------| wet/dry |--------|
| | |--------| | method | |
| | | | | puzzle. | |
| | |--------|------------|-----------|--------|
| | |UNOPEN- | LIBRARY | Contains | A/B/C |
| | |ABLE BOX|------------| Cosmetics |--------|
| | |--------| | Key | |
| | |--------|------------|-----------|--------|
| | |COSMETIC| STUDY | Used to | A/B/C |
| | | KEY |------------| find |--------|
| | |--------| |Mansion Map| |
| | |--------|------------|-----------|--------|
| | |REVOLVER| CRYPT OF | Used to | A/B/D |
| | |--------| SORROW | shoot the |--------|
| | | |------------| lock off | |
| | | | |church door| |
| | | | | and save | |
| | | | | Jennifer. | |
| | |--------|------------|-----------|--------|
| | | MANSION| DRESSING | Used to | A/B/C |
| | | MAP | ROOM | find |--------|
| | |--------|------------| SCissorman| |
| |-----------|--------|------------|-----------|--------|
| | JENNIFER | STAIR | DRESSING | Reveals | ALL |
| |-----------| KEY | ROOM | secret |--------|
| | |--------|------------| staircase | |
| | |--------|------------|-----------|--------|
| | | FOREIGN| CHUCRH | Changes | A/B |
| | | NOTE | LIBRARY | into Door |--------|
| | |--------|------------| Spell when| |
| | | | |translated | |
| | |--------|------------|-----------|--------|
| | | STAR | CHURCH | Used to | A |
| | | PLATE |------------| solve the |--------|
| | |--------| | wet/dry | |
| | | | | method | |
| | | | | puzzle | |
| | |--------|------------|-----------|--------|
| | | CANDLE | TORTURE | Used to | ALL |
| | |--------| CHAMBER | find map |--------|
| | |--------|------------|-----------|--------|
| | | LIBRARY| MASTER | Unlocks | ALL |
| | | KEY | BEDROOM | Library | |
| | |--------|------------|-----------|--------|
| | | MANSION| BASEMENT | Unlocks | ALL |
| | | KEY |------------|barred door| |
| | |--------|------------|-----------|--------|
| | | COPPER | SERVANT'S | Reveals | A |
| | | BOOK | ROOM | secret |--------|
| | |--------|------------| staircase | |
| | |--------|------------|-----------|--------|
| | | BOX |STORAGE ROOM|Opens box | A/B/C |
| | | KEY |------------|which hides|--------|
| | |--------| | Helen | |
| | |--------|------------|-----------|--------|
| | | ROPE |STORAGE ROOM|Prevents | A/B/C |
| | |--------|------------| bats from |--------|
| | | | | attacking | |
| | |--------|------------|-----------|--------|
| | |GENEA- | LIBRARY |Clue to | ALL |
| | | LOGY |------------|finding the|--------|
| | |--------| | map. | |
| | |--------|------------|-----------|--------|
| | | MATCHES| 2F SITTING | Used to | ALL |
| | |--------| ROOM | find map. |--------|
| | | |------------|-----------| |
| | |--------|------------|-----------|--------|
| | | MANSION| STUDY | Used to | ALL |
| | | MAP |------------|find the |--------|
| | |--------| | Scissorman| |
| | |--------|------------|-----------|--------|
| | | DAGGER | UNDERGROUND| Used to | A |
| | |--------| SHRINE |ultimately |--------|
| | | |------------| destroy | |
| | | | |Scissorman.| |
|=================================================================|
~-~-~-~
|HINTS| (CT13)
~-~-~-~
There are several hints throughout the game that you can collect
by looking at certain objects. These tell you things that you
must do in order to survive or in order to obtain certain
endings. I'm going to add a "what this means" section to decipher
what the hints mean, so if you'd rather figure it out yourself
don't read that.
HINT #1
Scenario: PROLOGUE - Professor Barton
Object: The Filing Cabinet in the Therapy Room.
Description: "The main character is determined by the number of times
Harris is spoken to in the corridor during the prologue.
If he is spoken to two or more times then Jennifer becomes
the main character."
What this means: When you're Professor Barton in the prologue, talk to
Harris once in the corridor to be Helen, and twice
to be Jennifer.
HINT #2
Scenario: 1 - Jennifer Simpson
Object: The boxes on the left side of the Storage Room.
Description: "If a certain item is not picked up in Scenario 1,
then the best ending will not occur."
What this means: When you're Jennifer, you must get the Oil Can
from the Storage Room to be able to get the best ending.
When you're Helen, you must get the Flashlight
from the Administrative Office in the University
to get the best ending.
HINT #3
Scenario: 1 - Jennifer Simpson
Object: The little cabinet next to the door in the Women's Lounge.
Description: "when in a pinch, there are many times when clicking
on some item will rescue the character. Don't give up!
Try to click on something until the very end."
What this means: Simple, really. When you're being followed by
Scissorman, hover over every item in the room
and you may find either a hiding place or a weapon.
The "use/examine" icon will appear when you can
use the object, although this only works if
Scissorman is not in the room.
HINT #4
Scenario: 1 - Helen Maxwell
Object: The desk in the Therapy Room.
Description: "Endings except Ending E are determined according to
how many conditions were met in the last Scenario."
What this means: Ending E can only be obtained in the 2nd Scenario,
so that's ruled out of this hint. The other endings
are obtained by having different items or letting
someone live or die in the last scenario. For
instance, if you don't have a certain item, you
might not get the ending you wanted.
HINT #5
Scenario: 1 - Helen Maxwell
Object: The plant in the Waiting Room.
Description: "One extremely important point is who is asked to
investigate the statue in the prologue. Do NOT
forget who was asked!"
What this means: Write down where you send the statue during the
prologue - do you send it to Rick or to Mr
Sullivan? Then look at your notes during Intermission
2 and choose the corresponding answer.
HINT #6
Scenario: 2 - Nolan Campbell
Object: The mantlepiece above the fireplace in the 2F Sitting Room.
Description: "The pattern of the Star Plate is extremely important.
It would be wise to write it down.!
What this means: The star plate shows you the answer to a puzzle
that you must do in Jennifer's last scenario to
get Ending A. Get a piece of paper and draw
what the Star Plate looks like so that you may
refer to it later.
HINT #7
Scenario: 2 - Helen
Object: The gears in the "Inside the Clock Tower" room.
Description: "If Helen is the protagonist in the last scenario,
be very careful of the item she is given by
Harris. If she uses it..."
What this means: Harris will give you the "Fireplace Key". If
you use it you will never be able to save
Jennifer's life, regardless of whether you
had the revolver or not. Only use it if
you want ENDING C.
HINT #8
Scenario: 2 - Stan Gotts
Object: The cutlery cabinet in the Kitchen.
Description: "If Helen is the protagonist in the last scenario,
something must be dropped down the shaft when deciding
which of the three shafts is correct."
What this means: There is a puzzle in Helen's scenario that you need
in order to get ENDINGS A, B or D. You must pick
up the Lead Balls before coming to the puzzle to
be able to find which of the three shafts won't
kill you. You drop the balls down the shafts, and
go down the one that doesn't make a splashing noise.
HINT #9
Scenario: 3 - Jennifer Simpson
Object: The table in the 2F Sitting room.
Description: "If Jennifer is the protagonist in the last scenario,
when she is trying to escape and runs out onto the 2F
terrace, if you click on..."
What this means: On the balcony there is a gap in the walling, on the
right, near the windows. Click on it to make Jennifer
shimmy along the ledge and escape through the window.
You need to do this anyway.
HINT #10
Scenario: 3 - Helen Maxwell
Object: Look at the ladder in the Church Library to find the hint
in the bookcase behind it.
Description: "When carrying the box that can't be opened, you need
to do something fairly drastic to get at the contents."
What this means: Helen will receive an unopenable box if she wants
ENDING A, B or C. She must throw it into the fire
in the Study - the room before the one in which
she finds the box - to receive the item inside
the box.
~-~-~-~-~-
|??? MENU| (CT14)
~-~-~-~-~-
When you first start up the game, you will see an option alongside
"NEW GAME" and "CONTINUE". It is called "???".
This is a secret menu which has all the extras in the game.
To open this menu, you must complete a game with the best
ending and also with everybody surviving - that's everybody
who actually CAN survive. I find Helen's is the easiest for this,
as there are less conditions for finding people alive in the
last scenario, and her scenario is also the fastest.
Inside the ??? Menu is:
* PICTURES - This contains all of the concept art for the game.
This includes character costumes and settings.
* SOUNDS - This contains music from the game. This includes
Scissorman's chase music, Scissorman's chase music
remixed (like when he's chasing you in Scenario 3),
a remixed version of the main theme tune and a
song called Little John from the Big Castle.
This is the song that the ghost children in Scenario
3 sing. Here are the lyrics:
"Little John from the big castle
Plays with a little boy.
Snip, snip snip! Off goes his head;
Bright red, bright red.
Little John from the big castle
Plays with a little girl.
Snap, snap, snap! She loses her sight;
Bright white, bright white.
Little John from the big castle
Finds another friend.
Slash, slash, slash into his tummy;
Out the sides, red and yummy.
Little John from the big castle..."
I don't think this is a great selection for "extras", but it
is a pretty old game.
~-~-~-~-~-~-~-~-~-~-
|ALTERNATE COSTUMES| (CT15)
~-~-~-~-~-~-~-~-~-~-
Once you've finished the game, you can play the game through again
with different costumes. To do this, you must have a second player
pad plugged in. On the start screen, where it tells you to press
start, use the SECOND PLAYER PAD to press the start button. From
there, you can go back to your first player pad and all of the
characters who play a part in a scenario - so not the side-characters -
will have new costumes. These costumes can only be seen in the Prologue,
Scenarios 1, 2 and 3, and they will only be worn by the active
So during the prologue, Professor Barton will be wearing his new
costume, but Helen and Jennifer will be wearing their normal costumes.
SAMUEL BARTON
Normal costume: A dark turquoise suit throughout the entire game.
Alternate costume: A brown suit during the prologue.
JENNIFER SIMPSON
Normal costumes: A cream jumper, brown skirt and brown boots
for Scenario 1, and a red dress and black boots
for Scenario 3.
Alternate costumes: A pink dress, pink leggings, pink sleeves and
white t-shirt for Scenario 1.
One of those Japanese school-girl outfits
(the type that makes them look like sailors,
blue and white).
HELEN MAXWELL
Normal costumes: A pink shirt and jeans for Scenario 1,
and a blue shirt and white trousers
for Scenario 3.
Alternate costumes: A smart blue shirt and greyish-blue trousers
in Scenarios 1 and 2.
A bright orange cardigan with an yellow top
underneath and grey trousers in Scenario 3.
STAN GOTTS
Normal costume: Brown suit throughout the entire game
Alternate costume: Black suit with white Japanese characters
on the back during Scenario 2.
NOLAN CAMPBELL
Normal costume: Blue jacket, yellow shirt and grey trousers
throughout the entire game.
Alternate costume:
~-~-~-~-~-~-~-~-~-~-~-~-~-~
|WHY, THANK YOU VERY MUCH!| (CT16)
~-~-~-~-~-~-~-~-~-~-~-~-~-~
Thanks to my lack of a life which gave me time to write this,
and made me do it in quick time because I had nothing else
to do.
Thanks to the mute button on my television which allowed me
to get rid of the dreadful voice-acting.
Thanks to everybody who reads this. I wrote this for you, and
I hope it's okay. I know I'm prone to making mistakes, but
thank you for at least considering my walkthrough.

This document is copyright DevilishDemento and hosted by Neoseeker with permission.